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PaintX

this is a digital asset crafted in a simple yet clever way for sidefx Houdini
PaintX is designed to create amazing texture using various masks and texture generation techniques in COPs 2.0 Houdini
Feature:
- Simple UI and workflow
- Texture Generation using Ai
- 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
- Perfect Geo rasterizer using VEX
- Visualization for Per Channel
- LookDev using Karma
- Easy export to the file and Solaris
- Internal Paint Solution
- Subsurface Scattering Map
- UV Triplanar


Inputs:
- Geometry: it will take GEO for input, and if the input has no UV its will generate that for having UDIM. Make sure you have the primitive attribute name
- bg: it’s will take RGBA input, this is good to the single texture generator
- fg: it’s will take RGBA input
- Metalness: it’s will take Mono input this is good to transfer the previous metallize of paintX
- Roughness: it’s will take Mono input this is good to transfer the previous Roughness of paintX
- Refraction: It will take RGBA input. This is good to transfer the previous Refraction of paintX, The Alpha will contain the intensity mask,andthe RGB will contain
- 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 contain 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


Geometry:
- Quality: will subdivide the Geo and heart option for avoiding smoothing in subdivision Itโs good for hard surface, and Hard will subdivide without smoothing the edge
- Attach New Layer: will create another paintx layer and connect all the previous outputs to the new inputs
- Create Empty Layer: will create a new paintx layer and connect only the geometry input
- Link: will link some parameters to the new one

UV & UDIM:
- Rebuild UV: will apply unwrap UV and UV Layout to create UV
- UDIM: will enable UV tile mode, and solo mode will delete non-selected tiles and the “S” button will activate select mode primitive for selecting the primitive based on UDIM
- Rebuild UDIM: will create udim using primitive attribute
Tip: If you rebuild UV or udi,m export the mesh in the export area to have a more efficient, fast workflow

Geometry & Texture:
- Blend Mode: it will apply different blending modes using a mask
- Texture 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: this is will make web request using python to open source ai model to generate texture
- Resolution: This is will adjust the resolution of gthe enerated image
- Step : this is will determine how step we need to work to refine image
- 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

Bump Generation:
- 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, itโs kernel size

Specular Generation:
- 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

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

Opacity:
- 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

Refraction:
- 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 the radius color for SSS
- Depth (v): This is will apply Depth to material only in Solaris it’s for visualization purposes
- Scatter (s): This will change the scatter color in the material and, after the export, will apply the color to the material

Subsurface Scattering:
- 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
- Radius (s): This will change the Radius color in the material and, after the export, will apply the color to the material
- Scale (s): This will change the Scale of SSS in the material and, after the export, will apply the color to the material

Mask Generation:
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)
- Attribute: if your sop has a custom attribute, you can set it here, and its the same thing with Group, and if you want, you can select primitive using S
- Curvature: this sop curvature with fade, you can make it stronger and blur that
- Directional: with target and max angle, you can have a mask based on direction
- AO: This SOP ambient occlusion map, you can control the effect by bias and distance
- Thicknesses: this will use Geometry Thicknesses to create a mask, and the segment will divide the geometry to have more control in ramp falloff
- Distance: this will use Geometry and your selection target to create a mask based on the distance tothe target
- Paint: this will enable the internal subnet to dive in and use texture paint to have a custom mask
- 2D Mask: will create different 2d masks using “base on”
- Noise: only edge, itโs an amazing option to apply the mask to the edge only, just for a better result Make sure to use โadd modeโ
- Opacity: This is a global gain for all the masks
- Blur: this is a global Blur for all the masks

Visualization:
- 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
- Single: Activate Single lighting for seeing the details
- Holder: This option activates the geometry surrounding the main object
- Dicing: This option will subdivide the model at render time
- Azimuth: This option rotates the lighting
- Model Rotation: This option rotates the Main Model
- Cinematic Camera: There is a camera in the Solaris context, you can select that and adjust focal length,fstop (offset is for fstop distance), Aberration, and exposure, and you can enable motion blur if you have an animated source and you want to create a flipbook
- SubSurface Scale: This option will adjust the scale for SSS in MaterialX
- Custom Solaris: This option will stage the lop node and merge it with the current Solaris to see your object in your scene
Tip: Just make sure you’re importing to your Solaris the same object you import to cop (use the same null OUT), and make sure the hierarchy is the same in both Solaris, avoid the path attribute

Export:
- Main: select the map you want to export
- Geometry: File mode exports the geometry with all modifications, including UV (in case of UV Generator). SOP Mode creates a subnet for the UV Generator before the selected node. We recommend putting the same value you put in the SOP import
- File: adjust the expert resolution export directory, and ALL UDIM options will export all pipeline textures
- Solaris: You need to select the target material library in the Solaris context, and it will create the material with all related textures

Start: First, pick Set your SOP Geometry and if you want just map generation, you can connect your texture to bg then Enable material in visualization
Tip 1: If you want to blend two Texture connect the first one to fg And the second one to bg Then you can choose your mask or combine different mask
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
Installation:
Simply copy the file into C:Usersyour_user Documentshoudini20.5otls
or Double-click on it
here are some tutorials related to this Asset:
Build Info
Latest Version: v0.5
Houdini Version:20.5
Date: 2025-5-29
Improvements
-General Improvements
-Blended mode added to fg & bg
-Refraction added
-Local AI Texture Generator
-Dicing and subdivision Solaris
-Single Light added to Solaris
-Mask By Group Added
-Mask Gain Change to Opacity with Minus effect
-Solar’s Update UDIM Materials Removed, now depending on double click (dive in)
-Autoupdate uidm list on geometry change and remember the selected UIDM
-Distance mask added
-ID Mask Removed and Bleeding can be achieved with Distance Mask
-Color Correcting Added to Texture File
-2D Masks improvement
-Solaris Custom Stage Added
Important: Paintx v0.2 is no longer supported