Справка Houdini на русском Nodes Object nodes

Instance object node

Instance Objects can instance other geometry, light, or even subnetworks of objects.

On this page

Instance Objects can instance other geometry, light, or even subnetworks of objects. By enabling point instancing, the point geometry of the instance object is used to create multiple instances, similar to the copy SOP.

Parameters

Transform

Transform Order

The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.

The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.

Translate

Translation along XYZ axes.

Rotate

Degrees rotation about XYZ axes.

Scale

Non-uniform scaling about XYZ axes.

Pivot

Local origin of the object. See also setting the pivot point .

Uniform Scale

Scale the object uniformly along all three axes.

Pivot

Local origin of the object. See also setting the pivot point .

Modify Pre-Transform

This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.

Clean Transform

This reverts the translate, rotate, scale parameters to their default values while maintaining the same overall transform.

Clean Translates

This sets the translate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Rotates

This sets the rotate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Scales

This sets the scale parameter to (1, 1, 1) while maintaining the same overall transform.

Extract Pre-transform

This removes the pre-transform by setting the translate, rotate, and scale parameters in order to maintain the same overall transform. Note that if there were shears in the pre-transform, it can not be completely removed.

Reset Pre-transform

This completely removes the pre-transform without changing any parameters. This will change the overall transform of the object if there are any non-default values in the translate, rotate, and scale parameters.

Keep Position When Parenting

When the object is re-parented, maintain its current world position by changing the object’s transform parameters.

Child Compensation

When the object is being transformed, maintain the current world transforms of its children by changing their transform parameters.

Enable Constraints

Enable Constraints Network on the object.

Constraints

Path to a CHOP Constraints Network. See also creating constraints.

Tip

You can you use the Constraints drop down button to activate one of the Constraints Shelf Tool. If you do so, the first pick session is filled automatically by nodes selected in the parameter panel.

Note

Lookat and Follow Path parameters on object nodes are deprecated in favor of Look At and Follow Path constraints. The parameters are only hidden for now and you can set their visibitily if you do edit the node’s parameter interface.

Viewing Options

Set Wireframe Color

Use the specified wireframe color

Wireframe Color

The display color of the object

Viewport Selecting Enabled

Object is capable of being picked in the viewport.

Select Script

Script to run when the object is picked in the viewport. See select scripts .

Cache Object Transform

Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.

See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.

Shade Open Curves In Viewport

Any open curves contained in this object will be lit when the viewport is set to do so.

Turning this on will also use a GLSL shader better suited to hair if the whitehair or guardhair attributes are found in the geometry.

Curves with the width attribute will also be rendered as thick ribbons with varying width in shaded modes.

Instance

Display

Whether or not this object is displayed in the viewport and rendered. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object in the viewport and not render it, or 1 to show and render the object. If the checkbox is off, Houdini ignores the value.

Instance Object

Instance the given object’s geometry.

Point Instancing

Off

No point instancing. Instead, the instanced object simply replaces the instancing object.

Full point instancing

Lets you modify any object-level rendering property (material assignment, shading, sampling, dicing, etc.) across point instances via an expression, using the instancepoint() function to get the current point index. It also supports the same point attributes as fast point instancing. The variation is done at export time, and usually leads to much larger IFDs/RIBs and slower export.

Fast point instancing

Renderable properties can only be varied across different point instances through a limited set of point attributes:instance, material_override, and shop_materialpath. The last two can be easily set by using the Material SOP. Additionally, the object-level variations are ignored. For example, the instancepoint() function will return zero. The variation is done at render time and has very little impact on the IFD size or export time.

Point Motion Blur

If point instancing, this parameter specifies the motion blur behavior when rendering. Each point will have an instance of geometry. The transform of this instance is determined by the point’s position. Transformation motion blur on the instance is determined by the motion of the point. The motion of the points is controlled by this parameter.

No Motion Blur

Do not perform motion blur.

Compute sub-frame geometry (deformation)

Compute the point’s position by evaluating the geometry at sub-frame intervals. This can be problematic if the point count is changing frame to frame.

Use point velocity attribute

The point’s vector attribute "v" is used to extrapolate the motion of the point.

Subnetwork Filtering

This option specifies how instancing is performed when a Subnet Object is specified as the Instance Object.

All Objects

Instance all objects within the subnet.

Displayed Objects

Only instance the displayed objects from the subnet.

Specify by a pattern

Use the pattern mask specified by the Subnetwork Pattern parameter.

Subnetwork Pattern

When Subnetwork Filtering is set to "Specify by a pattern", this parameter gives the pattern mask for determining which objects are rendered from the instanced Subnet object.

Override Properties

Specifies a Property SHOP that is used to resolve rendering parameter values. At render time, this SHOP (if given) is used to resolve rendering parameter values first, before looking for them on the objects being instanced.

Note

It is also possible to attach a material to each point using the Material SOP.

Locals

IPT

This is typically -1. However, if the object is performing point instancing, then this variable will be set to the point number of the template geometry. For the IPT variable to be active, the Point Instancing parameter must be turned on in this object.

Note

This variable is deprecated. Use the instancepoint expression function instead.

Examples

The following examples include this node.

LowHigh Example for Dop Import geometry node

Object nodes

  • Agent Cam

    Create and attach camera to a crowd agent.

  • Alembic Archive

    Loads the objects from an Alembic scene archive (.abc) file into the object level.

  • Alembic Xform

    Loads only the transform from an object or objects in an Alembic scene archive (.abc).

  • Ambient Light

    Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.

  • Atmosphere

    Creates a fog effect when rendered.

  • Auto Bone Chain Interface

    The Auto Bone Chain Interface is created by the IK from Objects and IK from Bones tools on the Rigging shelf.

  • Blend

    Switches or blends between the transformations of several input objects.

  • Blend Sticky

    Computes its transform by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.

  • Bone

    The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …

  • COP2 Plane

    Container for the Compositing operators (COP2) that define a picture.

  • Camera

    You can view your scene through a camera, and render from its point of view.

  • Dop Network

    The DOP Network Object contains a dynamic simulation.

  • Environment Light

    Environment Lights provide background illumination from outside the scene.

  • Extract Transform

    The Extract Transform Object gets its transform by comparing the points of two pieces of geometry.

  • Fetch

    The Fetch Object gets its transform by copying the transform of another object.

  • Formation Crowd Example

    Crowd example showing a changing formation setup

  • Franken Muscle

    Creates a custom muscle by combining any number of geometry objects, muscle rigs, and muscle pins.

  • Fuzzy Logic Obstacle Avoidance Example

  • Fuzzy Logic State Transition Example

  • Geometry

    Container for the geometry operators (SOPs) that define a modeled object.

  • Groom Merge

    Объединяет данные груминга нескольких объектов в один поток.

  • Guide Deform

    Смещает кривые груминга в соответствии с анимированной геометрией кожи (skin).

  • Guide Groom

    Генерирует направляющие кривые на геометрии кожи и выполняет дальнейшую обработку с использованием редактируемой сети SOP, содержащейся в ноде.

  • Guide Simulate

    Выполняет физическую симуляцию направляющих.

  • Hair Generate

    Генерирует волосы из направляющих кривых и геометрии кожи.

  • Handle

    The Handle Object is an IK tool for manipulating bones.

  • Indirect Light

    Indirect lights produce illumination that has reflected from other objects in the scene.

  • Instance

    Instance Objects can instance other geometry, light, or even subnetworks of objects.

  • Light

    Light Objects cast light on other objects in a scene.

  • Light template

    A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.

  • Microphone

    The Microphone object specifies a listening point for the SpatialAudio CHOP.

  • Mocap Acclaim

    Import Acclaim motion capture.

  • Mocap Biped 1

    A male character with motion captured animations.

  • Mocap Biped 2

    A male character with motion captured animations.

  • Mocap Biped 3

    A male character with motion captured animations.

  • Muscle

    The Muscle object is a versatile tool that can be used when rigging characters and creatures with musculature.

  • Muscle Pin

    Creates a simple rigging component for attaching regions of a Franken Muscle to your character rig.

  • Muscle Rig

    Creates the internal components of a muscle (the rig), by stroking a curve onto a skin object.

  • Null

    Serves as a place-holder in the scene, usually for parenting. this object does not render.

  • Path

    The Path object creates an oriented curve (path)

  • PathCV

    The PathCV object creates control vertices used by the Path object.

  • Pxr AOV Light

    Pxr AOV Light object for RenderMan RIS.

  • Pxr Barn Light Filter

    Pxr Barn Light Filter object for RenderMan RIS.

  • Pxr Blocker Light Filter

    Pxr Blocker Light Filter object for RenderMan RIS.

  • Pxr Cookie Light Filter

    Pxr Cookie Light Filter object for RenderMan RIS.

  • Pxr Day Light

    Pxr Day Light object for RenderMan RIS.

  • Pxr Disk Light

    Pxr Disk Light object for RenderMan RIS.

  • Pxr Distant Light

    Pxr Distant Light object for RenderMan RIS.

  • Pxr Dome Light

    Pxr Dome Light object for RenderMan RIS.

  • Pxr Gobo Light Filter

    Pxr Gobo Light Filter object for RenderMan RIS.

  • Pxr Mesh Light

    Pxr Mesh Light object for RenderMan RIS.

  • Pxr Portal Light

    Pxr Portal Light object for RenderMan RIS.

  • Pxr Ramp Light Filter

    Pxr Ramp Light Filter object for RenderMan RIS.

  • Pxr Rectangle Light

    Pxr Rectangle Light object for RenderMan RIS.

  • Pxr Rod Light Filter

    Pxr Rod Light Filter object for RenderMan RIS.

  • Pxr Sphere Light

    Pxr Sphere Light object for RenderMan RIS.

  • Pxr Standard Area Light

    Pxr Standard Area Light object for RenderMan RIS.

  • Pxr Standard Environment Day Light

    Pxr Standard Environment Day Light object for RenderMan RIS.

  • Pxr Standard Environment Map Light

    Pxr Standard Environment Map Light object for RenderMan RIS.

  • Python Script

    The Python Script object is a container for the geometry operators (SOPs) that define a modeled object.

  • Ragdoll Run Example

    Crowd example showing a simple ragdoll setup.

  • Rivet

    Creates a rivet on an objects surface, usually for parenting.

  • Simple Biped

    A simple and efficient animation rig with full controls.

  • Simple Female

    A simple and efficient female character animation rig with full controls.

  • Simple Male

    A simple and efficient male character animation rig with full controls.

  • Sound

    The Sound object defines a sound emission point for the Spatial Audio chop.

  • Stereo Camera Rig

    Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.

  • Stereo Camera Template

    Serves as a basis for constructing a more functional stereo camera rig as a digital asset.

  • Sticky

    Creates a sticky object based on the UV’s of a surface, usually for parenting.

  • Subnet

    Container for objects.

  • Switcher

    Acts as a camera but switches between the views from other cameras.

  • Tissue Solver

    Collects muscles, anatomical bone models, and skin objects and places them into a single dynamics simulation.

  • VR Camera

    Camera supporting VR image rendering.

  • Viewport Isolator

    A Python Script HDA providing per viewport isolation controls from selection.

  • pxr Int Mult Light Filter

    pxr Int Mult Light Filter object for RenderMan RIS.