this is a digital asset crafted in a simple yet clever way for sidefx Houdini

PaintX is designed to create amazing texture using various mask and texture generations techniques in COPs 2.0 Houdini

  • Simple UI and workflow
  • Texture Generation using Flux Ai Model
  • Smart Mask by Id, AO curvature ,etc.
  • Normal and Height Map Generations
  • Tillable Texture
  • UDIM Support
  • Auto UV UDIM Support
  • Automatic Crop and Match Size
  • Prefect Geo rasterizer using vex
  • Visualization for Per Channels
  • LookDev using Karma
  • Easy export to the file and Solaris
  • Internal Paint solution
  • SubSurface Scattering Map
  • UV Triplanar
  • Geometry: it’s will take GEO for input and if the input has no UV its will Generate that for having UDIM make sure you have primitive attribute name
  • bg: it’s will take RGBA input this is good to single texture generator
  • fg: it’s will take RGBA input
  • Metalness: it’s will take Mono input this is good to transfer previous metallize of paintX
  • Roughness: it’s will take Mono input this is good to transfer previous Roughness of paintX
  • SSS: it’s will take RGBA input this is good to transfer previous SSS of paintX, the Alpha will contains the intensity mask and RGB will contains the Color of Subsurface Scattering
  • Normal: it’s will take Mono input this is good to transfer previous Normal of paintX
  • Height: it’s will take Mono input this is good to transfer previous Height of paintX
  • Opacity: it’s will take Mono input to transfer previous one
  • Mask: it’s will take Mono input to mask both bg and fg
  • Quality: will subdivide the Geo and heart option for avoiding smoothing in subdivision itโ€™s good for hard surface
  • UDIM: will enable UV tile mode and solo mode will delete none selected Tile and “S” button will activate select mode primitive for selecting the primitive base on UDIM
  • Mode: by priority the first will consider node input and then color and file
  • Color: this is default color for the inputs
  • Path: this is will work both for loading and saving the Generative Texture
  • Prompt: this is will take the type of texture for generate that
  • Generate (Experimental): this is will make web request using python to open source ai model to generate texture
  • Blend : this is will Blend The edges in triplanar projections
  • Noise: this is will Apply Noise to triplanar projections
  • Tile: for add tile to the texture Individually
  • Translation: will apply Translation to the uv
  • Inputs: RGB, Will use the inputs of bg,fg to generate and mask, Will only generate in masked area
  • Height: intensity will make it more brighter and Zero offset will add contrast
  • Normal: intensity will make it more shaper and blur basically, itโ€™s kernel size
  • Inputs: RGB, Will use the inputs of bg,fg to generate and mask, Will only generate in masked area
  • Intensity: will increase the brightness
  • contrast: Will embrace the bright pixel
  • Roughness: well, blend bright pixel
  • Affect Metalness: roughness will apply to Metalness
  • Inputs: RGB, Will use the inputs of bg,fg to generate and mask, Will only generate in masked area
  • Intensity: Will make a pixel brighter
  • Inputs: RGB, Will use the inputs of bg,fg to generate and mask, Will only generate in masked area
  • Intensity: Will make a add more brightness to the color map
  • Inputs: RGB, Will use the inputs of bg,fg to generate and mask, Will only generate in masked area
  • Intensity: Will make a add more brightness to the color map
  • Color: this is basically radius color for SSS

using the latest Cops 2.0 and Sops Node to Generate a smart Mask

mask has order to apply and mode to blend them and order will start from left to right (node Mask input, ID, Curvature , etc)

  • ID: will take an attribute and enumerate that to make it an integers unique id , you can use multiple ID with space separated, bleeding option is amazing for organic effect this option extend the mask by edge
  • Curvature: this sop curvature with fade you cane make it stronger and blur that
  • Directional: with target and max angle you cane have mask base on direction
  • AO: this sop ambient occlusion map you cane control the effect by bias and distance
  • Thicknesses: this will use Geometry Thicknesses to create mask and segment will divide the the geometry to have more control in ramp falloff
  • Paint: this will enable the internal subnet to dive in and use texture paint to have custom mask
  • Attribute: if your sop have custom attribute you cans set it here
  • Map: with this you can multiple the result with Height map result
  • Noise: only edge itโ€™s amazing option to apply mask to the edge only just for better result make sure to use โ€˜add modeโ€™
  • Gain: this is a global gain for all the masks
  • Blur: this is a global Blur for all the masks
  • Mode: well output, selected map as a base color
  • Solaris : you need to double click on paintx and dive in (make sure paint mode is off in mask section) you will see yourself in Solaris context and then you will need to pin your scene view and return back to the Copernicus in Treeview and UDIM Update will update Previous udim Materials
  • Studio: activate interior lighting
  • Holder: this option Activate, the geometry surrounding the main object
  • Azimuth : This option rotate the lighting
  • Model Rotation: This option rotate the Main Model
  • Cinematic Camera: there is a camera in Solaris context you can select that and adjust focal length,fstop (offset is for fstop distance), Aberration, exposure
  • SubSurface Scale: This option will adjust scale for sss in MaterialX
  • Main: select the map you want to export
  • Geometry: File mode will export the geometry with all modification including UV (in case UV Generator) and SOP Mode will create subnet for UV Generator before the select node we recommend to put the same value you put in sop import
  • File: adjust the expert resolution export directory and ALL UDIM options will export all pipeline texture
  • Solaris: you need to select target material library in Solaris context and it will create material with all dynamic links and Live Mode will use op expression instead of file path in solaris

Tip 2: If you want to layer different paintx You need to connect all previous data to the new one if you use any material property, for example, if you adjusted specular in the previous one with input set to mask or inverted mask ,You need to pass specular to the next one to exclude the new changes from previous one

Simply copy the file into C:Usersyour_user Documentshoudini20.5otls

or Double-click on it

Important: Paintx v0.1 No longer supported