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Learn How To Create Organic Textures With Houdini's Copernicus

SideFX's new tutorial series explores the capabilities of the new Copernicus context by guiding users through the creation of rock, dirt, and grass textures.

Guided by VFX Artist Moeen Sayed, the latest SideFX's tutorial series provides a deep dive into the Copernicus (COP) functions, recently added to Houdini 20.5, and how they can be used for creating organic textures.

In the first part, you will learn how to generate a rock texture which includes faceting with Worley noises, detailing with fractals, layering of details, ambient occlusion-driven color ramps, and previewing texture maps as a material on geometry. You will then explore the various ways in which it can be rendered as a material on geometry created in your COP network, or on your own custom geometry.

Next, you will design a basic dirt texture using various COP nodes, and learn how to create tilable, seamless scatters of points to be rasterized into usable textures. By making scattered stones to add to the dirt texture, you will explore various instancing concepts.

Finally, the last video showcases how to generate grass and explains how to effortlessly integrate SOPs and COPs so that values can be passed between the two contexts. Additionally, you will learn more about tiling at the SOP level, nuanced ways of adjusting instancing attributes, and how to use SDF shapes to create stamps which can be copied to the points generated in the previous video.

You can find the whole series below and learn more by clicking this link:

Recently, SIdeFX released a series of extensive presentations to help artists get acquainted with the latest Houdini 20.5 features, check them out here:

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