This week I went back on doing some research on patterns, more specifically with COP's. The video that inspired me is a talk by Simon Holmedal.
In that video around 28:30, he showed how COP's can be used to create patterns. A few post ago, post nr 9 I talk a bit about noise and patterns. I didn’t talk about COP's, because I didn’t know so much about it.
The main idea here is that COP's are used to generate a detailed pattern that can be used on the arm. For example on the part where there would be no cover on the arm and you can see through to the arm, there will be a detailed pattern.
Here is a demo of what it can do.
What is COP's?
You might have heard about COPS or used them now and then. But what does it stand for and what can you do with it.
COP Stands for Compositing Operators, in here you can manipulate images. You can sort of see it as a rough version of Substance Designer.
You can create certain patterns/noises but you can also import textures and adjust them.
I have used COP’s before and that was to make a sprite sheet for explosions. It was really nice to use for that situation. For more info about making sprite sheets, see this tutorial.
Patterns in COP's
To create your own patterns I recommend to use VOP’s. In post Number 9 I showed some basic information about it. In COP there are not that many base noises and structures. You can also import a model and try getting the pattern of it, I have not research this but have seen it in a tutorial.
As example you can create a VOP COP generator. In here use an unified noise and change the type and the frequency. You can create a HDA from this and use it as a base noise generator.
Other VOP patterns
As you play around with the COP’s you might see some familiar nodes compare to Substance designer. COP offers similar blending modes like Designer but can some times be confusing to use.
Here is a simple example of how to create a pattern. Starting with the VOP COP (I made a HDA from it) and then using the dilate erode (I like this node). In here the dilate erode is used to get the black edges bigger and remove small islands. After that you can level it out and tile it.
To make it more complex you can start layering noise and patterns on each other and then you will have a similar result as I have at the beginning of the post.
Now the question can be how do you view this in the viewport on a custom model. This can be done by an expression that can be used in a material or in quick shade sop. Of course you can also export the result to a texture and load in back in to Houdini.
`op:/obj/YOUR_MODEL/cop2net1/NAME_NODE_TO_VIEW
Using COP’s for patterns a good idea?
After using it for a week I don't think this is the best way of generating patterns. Especially when you have Substance Designer. With Designer you will have more node to create what you are looking for.
On the other side I can see potential in COP's but either SideFX gives it an update or you can build your own nodes. Building your own nodes wil require understanding of math.
During experimenting with COP's I made my own nodes, that where inspired by Designer. The Tile sampler is still WIP because that one is quiet challenging.
Create your own Mini Substance Designer with VOP's
Thanks for taking a look at the blog!
See you next week :D
And feel free to share feedback and thoughts.









































































