Building a Substance like texturing workflow in Copernicus

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We’re back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let’s see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with lot’s of fancy masks. Just like, you know, some other texturing tools out there.

Assets used:
Fire Hydrant (PolyHaven)
Brown Mud 03 (PolyHaven)
Painted Metal 03 (CG Bookcase)
Old Iron 01 (CG Bookcase)


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1 Comment so far

  1. What a cool idea for use of the new COP setup! Can a similar workflow be used with triplanar projections instead of UV mapping? In Substance, we utilize projections frequently to avoid seams, and avoid any texel density issues (or at least minimize them).

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