The Ultimate Copernicus Guide | Every COP Node Explained

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Copernicus is Houdini's new context for processing images. It can be used to generate textures or to create slap comps of your renderings. This tutorial is designed as a reference/documentation guide for every COPS node as of Houdini 20.5.

00:00:00 INTRO 
00:01:29 CORE CONCEPTS 
00:12:22 CONSTANT 
00:13:04 SIZE REFERENCE 
00:13:43 FRACTAL NOISE 
00:17:03 REMAP 
00:18:30 RAMP MONO and RAMP RGB 
00:21:28 INVERT 
00:23:53 EQUALIZE 
00:27:34 BLEND (ADD, SUBTRACT, MULTIPLY, OVER, UNDER, DIVIDE, SCREEN, DIFFERENCE, MAXIMUM, MINIMUM)
00:30:56 SEQUENCE BLEND 
00:31:59 WIPE 
00:34:06 BRIGHT 
00:34:51 HSV ADJUST 
00:37:04 GLOW 
00:39:40 CHROMATIC ABERRATION 
00:42:14 QUANTIZE 
00:44:45 STAMP POINTS
00:51:23 SDF SHAPE and SDF BLEND 
00:53:18 SDF TO MONO, SDF TO RGB, SDF ADJUST, ID TO SDF, and SDF REBUILD 
00:56:25 FILE 
00:58:47 ROP IMAGE OUTPUT 
01:00:26 BLUR and CONVOLVE (SHARPEN) 
01:03:21 MEDIAN 
01:04:10 STREAK BLUR 
01:06:03 KUWAHARA FILTER 
01:08:13 AUTO STEREOGRAM 
01:09:44 LIGHT 
01:11:55 DISTORT 
01:16:18 DERIVATIVE 
01:18:12 COMPARE 
01:19:44 EDGE DETECT 
01:24:03 SLAP COMP 
01:29:10 BLOCK TO GEO 
01:33:26 PREVIEW MATERIAL 
01:37:50 HEIGHT TO AMBIENT OCCLUSION 
01:41:24 TILE PATTERN 
01:46:41 SEGMENT BY CONNECTIVITY 
01:48:25 SEGMENT 
01:49:55 SMOOTH FILL 
01:52:02 FILL 
01:55:33 FEATHER 
01:59:39 FUNCTION 
02:02:03 FONT 
02:03:07 CLAMP 
02:05:12 ILLEGAL PIXEL 
02:07:33 BOKEH 
02:12:21 DILATE ERODE 
02:15:10 CRYPTOMATTE 
02:23:47 SOP IMPORT, RASTERIZE GEO, RASTERIZE SETUP, and GEOMETRY TO LAYER 
02:35:27 EXTRAPOLATE BOUNDARIES 
02:39:06 CAMERA IMPORT, CAMERA PROPERTIES, and MATCH CAMERA 
02:42:00 PROJECT ON LAYER 
02:43:45 CHANNEL SPLIT, CHANNEL JOIN, CHANNEL EXTRACT, and CHANNEL SWAP 
02:47:49 UV SAMPLE and TEXTURE SAMPLE 
02:50:51 EIKONAL 
02:57:13 CHLADNI CYMATIC PATTERNS 
03:06:12 JULIA FRACTAL 
03:10:19 INVOKE BLOCK, BLOCK BEGIN, and BLOCK END 
03:12:53 CHROMA KEY 
03:17:13 MONO TO RGBA and MONO TO RGB 
03:21:33 UV TO POLAR and POLAR TO UV 
03:23:09 ID TO MASK, ID TO MONO, ID TO RGB, ID TO SDF, RANDOM MONO, RANDOM RGB, UV MAP BY ID, and STATISTICS BY ID 
03:30:03 DENOISE AI and DENOISE TVD 
03:34:38 WRANGLE 
03:40:08 OPENCL 
03:58:50 ONNX INFERENCE 
04:02:37 SWITCH, SWITCH BY TYPE, and SWITCH IF WIRED 
04:10:06 CONTACT SHEET 
04:11:19 VECTOR NORMALIZE, VECTOR TRANSFORM, and LENGTH 
04:21:09 POSITION MAP 
04:24:44 DOT PRODUCT 
04:29:14 CROSS PRODUCT 
04:31:50 PREFIX SUM 
04:37:54 LAYER PROPERTIES 
04:39:51 LAYER ATTRIBUTE 
04:41:19 HEXTILE and TILING 
04:48:40 HISTOGRAM 
04:57:55 SUBNET, INPUT, and OUTPUT 
05:00:03 OUTRO