https://thevfxmentor.com/quicktips/COP
COP
Space
(- 1, -1)to(1, 1)where 0 is in the middle- Layer Have resolution
Sgnatures
Signature convert
SDF (Volume 2d) Mono (F) RGB (V3) RGBA (V4) UV (V2) ID
Layer
Have resolution [Size Settings]
I/O
COP Output
Output to network
- Link COP in SOPs:
op:'opfullpath(../)'- canCtrl+CCOP node Output to file ROP_image- You can drag outputs
COP Input
Geometry
SopImport- bring geometry, then:RasterizeGeo- can rasterize from camera and grab any attribsRasterizeSetup- before to get@origPGeometry to layer- ie heightmap, similar to rasterizeStamp pointsImage
File- open image from disk
Copy to points
Stamp points!!
Stam Points- Require points > sop import > enter node, make grid 2x2 in XY plane > Scatter points. / You can use attribs on points Segment by connectivityRandom Mono
Nodes
Base
Function- Math nodeChannel Split/Channel Join- Break vectorRamp- can be sphereEqualize/RemapBlend- add multiply over max min … /Wipe- Blend with mask (transition) can blend mono signatureHSV- color correctionCompare- difference
Sample Image
TextureSample0,0 - 1,1 /UVSample-1,-1 - 1,1 - like unreal texture sample reqire file and uvs
Patterns
FractalNoise-TilePattern
Distancefield
- Shapes can be distance field SDF
Filters
Blur/Feather- more bevel like, you can feather from in or outside /Bokhe-DilateErode- ReshapeGlowChromaticabberationQuantize-
Convolve- sharpen /Kuwahara- Median- some kind of blurStreakBlur- directional blurDistort- shift uv /Distort by slope- more nodesSlop direction/ W&B to directionDerivative- changes in value /Edge Detect- difference in value light / dark,Edge Detect Depth- Outside edge of geometry,Edge Detect Normal- Internal edgesEdge Detect Counture- shilluettesHeirght to AOExtrapolate BoundriesAuto Stereogram- require tillable input - adjust size based on depth mask
Blur
Comp
- Slap comp import - Add AOVs from last render - give aovs from viewport
- Slap comp block - to use and see in wievport !