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Point(0, 'P', 'P', 'P', 'P', works as well, but be careful as it isn't 0 based, instead it starts at 1 which is 'P', 'P', 'P', 'P', reads an attribute from the same element on the numbered input (first input is input Absolute and relative paths to other nodes look like this. Some functions don't support this but it's easy to type. Point('opinput:0', 'P', 'P', 'P', 'P', The integer input number (the first input is 0). 'opinput:X' is the most legible and always works (the first input is input 0). The following characters are used to cast to the corresponding data type. Also used to label // Path of an object node to be instanced at render time. // A unique name identifying which primitives belong to which piece. // The local orientation of the point (represented as a // Additional rotation to be applied after orient, N, and up attributes. The direction and speed of movement in units per second. The up direction for local space, typically (0, 1, // UV texture coordinates for this // Point velocity. Allows directional scaling or stretching (in one // Used by procedural patterns and textures to stick on deforming and animated // Up vector. Houdini will compute the normal if this attribute does not // Vector scale. The viewport uses this to color OpenGL // Surface or curve normal. Used this to lay out points in 3D // Diffuse color override.
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The viewport uses this to set the alpha of OpenGL // Spline weight. Enable 'Shade Open Curves In Viewport' on the object node to // Alpha transparency override. Set display particles as 'Discs' to // Thickness of curves. // A unique number that remains the same throughout a simulation. Houdini knows to cast these to the appropriate VEX datatype. For dense volumes (non-VDB) these range from 0 to //The resolution of the current volume.įrequently used attributes. Available in Volume //The position of the current //The value of the density field at the current voxel //The center of the current //These vectors store the change in P that occurs in the x, y, and z voxel //Voxel indices. Available in Attribute //The position of the current //The point number attached to the currently processed //The linear number of the currently processed //The primitive number attached to the currently processed //The index number of the currently processed //The total number of points in the //The number of vertices in the primitive of the currently processed //The total number of primitives in the //The total number of elements being processed. Available in all SOP //The current floating frame number, equivalent to the $FF Hscript //The current time in seconds, equivalent to the $T Hscript //The integer simulation timestep number ($SF), only present in DOP //The simulation time in seconds ($ST), only present in DOP //The timestep currently being used for simulation or playback.
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