Endless Blossom – Texturing and Shading a Flower procedually in COPs and Karma

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Free Tutorials

Chris is not finished with his endless blossom yet! In this tutorial he will guide you through his texturing process in Copernicus to create fully procedural petal textures. He then uses those textures for shading in Karma and will give you some neat tips and tricks for shading CG flowers along the way.


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1 Comment so far

  1. Benjamin

    Hi Chris, I’m trying to get this COPs setup working for your previous more complex flower setup you built in the KineFX course, but the way that the feather setup constructs the UVs at the beginning is different than the sweep, so when I run:

    v@P = v@uv * 2 – {1,1,0};

    to flatten the geo for cops, it just creates a square grid, losing the flower shape, which makes it difficult to visualize what I’m doing in COPs, and also tricky to treat the edges properly. Do you have any ideas for how to get around this?

    I honestly prefer the sweep setup to the feather setup as I feel like it gives me more control over the noise and is easier to manipulate with the spline ramps rather than the curves, but maybe that’s just me. Either way I’m curious what your thoughts might be on a way around this?

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