On this page |
The OpenGL output operator renders the scene using the graphics hardware present on the system. It uses the 3D viewport renderer, but without rendering any handles, guides or other decorations. A limited set of display options is provided as parameters. This operator can be used in non-graphical applications, such as hbatch or hython.
Note
A GL3.3-capable graphics device must be present on the system in order to render from this output driver.
Parameters
Render
Begins the render with the last render control settings.
Render Control
Opens the render control dialog to allow adjustments of the render parameters before rendering.
Valid Frame Range
Controls whether this render node outputs the current frame (Render any frame) or the image sequence specified in the Start/End/Inc parameters (Render Frame Range).
Render Frame Range (strict) will render frames start to end when it is rendered, but will not allow frames outside this range to be rendered at all. Render Frame Range will allow outside frames to be rendered. This is used in conjunction with render dependencies. It also affects the behavior of the Output Override for Frame Range in the Render Control dialog.
Two possible cases where you would want strict behavior:
-
A 60 frame walk cycle written out to a geo, but part of a larger ROP net to render out a larger frame range.
-
A texture loop from 1-20.
Otherwise, you will usually set this to non-strict.
Render Current Frame
Renders a single frame, based on the value in the playbar or the frame that is requested by a connected output render node.
Render Frame Range
Renders a sequence of frames. If an output render node is connected, this range is generally ignored in favor of frames requested by the output render node.
Render Frame Range (Strict)
Renders a sequence of frames. If an output render node is connected, this range restricts its requested frames to this frame range.
Start/End/Inc
Specifies the range of frames to render (start frame, end frame, and increment). All values may be floating point values. The range is inclusive.
These parameters determine the values of the local variables for the output driver.
Render With Take
The output driver will switch to this take before rendering and then restore the current take when rendering is done. Choose Current to use the current take when rendering.
Tip
Use chs("take")
to use this value in other parameters. See the chs expression function for more information.
Scene
Camera
The camera object which defines the scene.
Scene Path
The root path for the scene. All objects and lights in this object network will be rendered.
SOP Source
Which geometry to render in the object, either the SOP with the display or the render flag set.
Candidate Objects
Specifies which objects will be rendered in the scene, if their display
flags are also set. The paths can be absolute (\/obj\/geo1
) or relative
to the scene path (geo1, with a scene path of \/obj
). Wildcards can be
used (\*
, ?
), as can the exclusion operator (^
). \* \^geo?
would
render all objects except for those like geo1
, geo2
, geoN
.
Force Objects
Specifies that the objects that match the names or patterns of this parameter should always appear in the scene, even if their display flag is off.
Note
This overrides the Candidate Objects and Exclude Objects parameters.
Exclude Objects
Do not include objects in the scene if they match the names or patterns given by this parameter. This overrides both Candidate and Force Objects.
Candidate Lights
Specifies which lights will be used to light the scene, if they are enabled. The same rules apply to the light mask as
Force Lights
The lights matching the names or patterns of this parameter will always be included, even if they are disabled.
Exclude Lights
Do not include lights in the scene if they match the names or patterns given by this parameter. This overrides both Candidate and Force Lights.
Initialize Simulation OPs
Forces all simulation OPs to be reset. This includes DOP Networks, POP SOPs, and other OPs that cache their results.
Show in Viewport Menu
When enabled, this ROP will appear in the viewport’s render menu.
Override Camera Resolution
Normally, the resolution channels on the camera determine the output resolution. Enabling this parameter allows an alternate resolution to be used.
Resolution
Allows you to override the camera resolution.
Pixel Aspect Ratio
The pixel aspect ratio represents the width of a pixel divided by the height of a pixel. It is not the aspect ratio of the image (which is determined by the resolution of the image). This parameter does not affect rendering, it is only used to change how images are displayed, by stretching the pixels by this factor.
Background Image
Specifies a background image to use, either a file or a COP node reference with op:. The background image is fit to the viewport area if the aspect ratios or size don’t match.
Viewport Comment
Places a comment in the upper left corner of the image, in addition to any viewport comment on the camera.
Output
Output Image
The image or device where the resulting image will be rendered. You can
set this value to ip
which renders the image in MPlay, or you can
save it to an image. The following image types are supported: .pic
,
.tif
, .sgi
, .pic.gz
, .rat
, .jpg
, .cin
, .rta
, .bmp
, .tga
, .rad
, .exr
, and .png
.
Include $F
in the file name to insert the frame number. This is
necessary when rendering animation. See expressions in file
names for more information.
Image Format
The image format or device for the output image. If you leave this at
the default value of Infer from filename, the image format will be
selected based on the file extension (eg. .pic
will automatically
generate a Houdini format image).
The options inside the box that follows are image format-specific.
Create Intermediate Directories
Create intermediate parent directories for output files as needed. This currently only applies to generated scripts, images, and shadow maps.
Save Retries
The number of times the image save will be attempted again before it reports that the save failed.
Image Type
The type of image to render:
Color Image
Regular 2D RGBA image of the color beauty pass (RGBA).
Depth Image
2D depth image, with depth in camera space (fp32 single channel).
360' Cube map
360 degree render of the beauty pass to a cube map (RGBA).
Gamma
Applies gamma correction to output image. This should usually be left at 1.0.
Display LUT
Applies a LookUp Table (LUT) to the output image, after gamma is applied.
Display Options
Note
The capabilities of the graphics hardware and driver may cause some of these options to be disabled.
Antialias
Enables high-quality rendering by smoothing jagged edges of lines and polygons. Increasing this setting will proportionately increase the amount of framebuffer memory used. 4× and 8× modes should only be used if the graphics memory installed on the graphics card is 1GiB or higher.
High Dynamic Range
Enables High Dynamic Range (HDR) rendering which produces higher quality results for volumes and transparency. It can also be used in conjunction with a LUT to view superwhite values. If enabled, 16b or 32b floating point HDR images are rendered. Enabling this option doubles or quadruples the framebuffer size.
Off
Render using normal dynamic range, black to white, to a 8b framebuffer.
HDR (16b FP)
Full HDR (32b FP)
Stereo Mode
When the Camera is a stereo camera, this determines the type of output image(s).
Anaglyph
A red/cyan anaglyph image is produced, for use with red/cyan glasses.
Separate Left/Right Images
Two images are produced for each frame, one for the left eye and the other for the right.
Left/Right
The images for the left and right eyes are placed side by side in the same image, left eye on the left.
Right/Left
The images for the left and right eyes are placed side by side in the same image, left eye on the right.
Over (L)/Under (R)
The images for the left and right eyes are placed one above the other in the same image, left eye on the top.
Over (R)/Under (L)
The images for the left and right eyes are placed one above the other in the same image, left eye on the bottom.
Shading Mode
Select a shading mode for all geometry in the scene.
Display Textures
Materials will include textures if enabled.
High Quality Light Shading
Area and environment lights are rendered with more accurate representations. Spotlight falloff and ramp-based attenuation are also incorporated into the shading. This mode attempts to closely match the results seen in mantra at the expense of performance.
Note
This may disable Antialiasing if the graphics hardware does not support certain OpenGL features.
This shading does not apply to transparent objects if Transparency is enabled. Normal shading is used instead. Additionally, this feature requires Material Shaders.
Light Sampling
The number of samples to use when rendering area and environment lights in High Quality Light Shading mode. It is ignored when this mode is not active. Higher numbers produce more accurate results, at a slight performance hit.
Shadows
Enables light shadowing from those lights which have their Shadow Type parameter set to a shadowing method. This option decreases performance and increases graphics memory use but greatly improves the quality of the viewport display.
Tip
The light’s shadow map(s) are re-calculated when its position, orientation or projection changes. You may want to disable shadows while editing a light to improve interactivity.
Increasing the shadow quality will improve the shadow’s visualization, especially for area and environment lights, with a corresponding performance decrease.
Point
All lights are shadowed as if they were point lights, producing hard shadow edges. This is the lowest quality setting.
Antialiased Point
Improve the shadow edges by softening jagged edges caused by light map aliasing.
Area
Area lights use many shadow maps to produce a soft shadow effect. Environment lights perform more sampling. This has no effect on other light types (point will be used in these cases). Moving an area light with this option on will result in slower interactivity.
Antialiased Area
Soften the jagged edges of shadows, which improves the soft shadow look.
Shadow Map Size
Controls the resolution of the shadow maps. Increasing the shadow map size will reduce the jaggedness of shadow edges and improve fine shadow detail. Larger maps may affect performance and will use more graphics memory.
Ambient Occlusion
Enable screen-space ambient occlusion, which shadows objects based on the amount of ambient light that could reach a surface. Areas in corners and sunken areas will receive shadowing. The numeric value increases the quality and range of effect of the occlusion. Enabling this option will slow performance somewhat. High Quality Light Shading and Material Shaders are required for occlusion to work.
Note
The HIP file’s Unit Length parameter affects how far away the shadowing effect extended.
Transparency
Draw objects with per-pixel alpha, texture maps with alpha or material transparency using alpha blending (via an over operation). When off, pixels with non-zero alpha are drawn and zero alpha pixels are discarded. The quality of the transparency can also be selected, with the higher quality options impacting performance.
Low
Transparent objects are only sorted by object order. Overlapping surfaces within an object may be rendered incorrectly, unless objects are sorted manually in the scene hierarchy list or a Sort SOP is used at the end of the object’s geometry chain.
Medium
Transparent objects are sorted per-pixel, producing a more realistic display of complex transparent objects.
High
Transparent objects are sorted per-pixel and are shadowed, if shadows are enabled. More render passes are used to resolve transparent layering issues, if they are needed.
Note
Medium and High transparency modes require Material Shaders.
Depth of Field
Enable depth of field effect, based on the camera’s f-stop, aperture, and focus distance. This is done by rendering the scene multiple times while jittering the camera. When enabled, the parameter specifies the number of times the camera is jittered. Higher values produce a better quality image, at the expense of a longer render time.
Motion Blur
Enable a motion blur effect, based on the camera’s shutter. The scene is rendered at multiple subframes around the current frame and blended. When enabled, the parameter specifies the number of subframes to render. Increasing the number of subframes improves the image quality, at the expense of a longer render time.
Displacement
Enable displacement mapping for those materials with a GL Displacement Map parameter. The slider field can be used to increase or decrease the tessellation factor of the displaced surface. OpenGL 4.0 is required for this feature.
Reflections
Enable reflections using reflection cubemaps. This simulates reflections
by rendering the scene to a cubemap with the reflection object removed,
at the reflective object’s centroid. Reflective objects are those with
a material with a GL Reflect
parameter that is greater than zero.
Min Reflection
Require that a material have a GL Reflect
parameter set to at least
this value, otherwise do not consider the material reflective.
No reflection cubemaps are generated for objects with non-reflective
materials. This can reduce the number of reflection maps generated for
very dull materials.
HDR Reflections
Use a FP16 cubemap to store high-dynamic range reflections. When disabled, an 8b cubemap is used (standard 0-1 color range). HDR reflections look brighter, but use twice the texture memory.
Reflection Map Size
Resolution of the cubemap’s square images, in pixels. Larger maps produce sharper reflections at the expense of increased reflection map generation time and texture memory use.
Geometry
Volume Quality
Very Low
An axis-aligned volume is drawn, with volume slices parallel to one of the volume box’s faces. This is the fastest option but produces a visual pop as the volume is rotated in the view. Overlapping volumes will produce visual artifacts.
Low
A view-aligned volume is drawn, with volume slices drawn parallel to the viewport. This produces a higher quality visualization of the volume. Overlapping volumes will render correctly. The slices are widely spaced apart. This is the fastest of the view-aligned options, and is useful for working interactively with dozens of volumes.
Normal
A view-aligned volume is drawn, with volume slices packed more densely together. More slices are drawn so the overall render is slower than 'Low'. This option strikes a good balance between quality and performance.
High
A view-aligned volume is drawn with slices drawn very densely. This is the slowest but best quality rendering of volumes.
Tip
Enabling HDR Rendering will remove any banding artifacts from volumes.
Geometry LOD (Level of Detail)
Increases or decreases the display resolution of Metaballs, NURBS, and Bezier surfaces.
Wire Width
The width, in pixels, of wireframe and wire-over-shaded lines.
Wire Blend
The amount that wire-over-shaded lines are blended with the underlying shaded surface. Values near zero make these lines very faint, while a value of one draws the line without any blending (opaque). This does not affect pure wireframe, hidden line, or invisible line modes.
Particle
The particle representation to use:
Point
Draw particles as points, affected by the Point Size, in screen pixels. They are not affected by perspective.
Pixel
Each particle is a single pixel. This is useful for visualizing dense flip simulations.
Lines
Particles are drawn as streaks so it is possible to see their direction.
Discs
Draw particles as discs, affected by the Disc Size, in world units. They are affected by perspective.
Orient Discs to N
In particle disc mode, discs can be oriented to the direction of the
normal (N
) attribute on the particle. They will face the direction of
the normal. Otherwise the discs are drawn screen-aligned so that they
face the camera.
Use Sprites
Display sprites instead of the current Particle representation if
a sprite attribute is found, such as spriteshop
, spritescale
or spriterot
. If disabled, these attributes are ignored and the
Particle representation is always used.
Limits
Warning
Greatly exceeding these limits can cause instability based on your graphics driver and OS platform. Windows in particular can reset the graphics driver if a single draw takes longer than 2 seconds.
Limit 2D Textures
Limit 2D Textures (images) to a maximum resolution in one of three ways.
Textures are still subject to the Tex Mem Limit
memory limitation for
a single texture. If a texture exceeds this limit it will be uniformly
downscaled to the limit.
OpenGL Limit
Textures are only limited by the maximum 2D texture resolution reported by OpenGL (usually 8192 or 16384).
Auto-Detected Limit
Texture size recommended by Houdini based on the amount of VRAM installed on the graphics hardware.
Specify Limit
Manually specify the limit using the Max 2D Resolution
parameter.
Max 2D Resolution
Maximum allowable 2D texture width or height.
2D Texture Format
The maximum allowable bit depth for 2D textures. If a texture’s bit depth exceeds this limit, it will be downcast to the limiting bit depth. If a textures bit depth is less than the limit, it will remain unchanged (ie, not up-converted to the limit bit depth).
8b Fixed
Standard dynamic range (0..255) bit depth. Uses the least amount of memory but super-white values are clamped at white.
16b FP
High dynamic range bit depth with reasonable color resolution. A good memory vs. quality setting.
32b FP
Ultra high dynamic range bit depth. Uses twice as much memory as 16b FP and has an impact on texture filtering speed. Use with caution.
Limit 3D Textures
Limit 3D Textures (volumes) to a maximum resolution in one of three
ways. Textures are still subject to the Tex Mem Limit
memory
limitation for a single texture. If a texture exceeds this limit it
will be uniformly downscaled to meet the limit.
OpenGL Limit
Textures are only limited by the maximum 3D texture resolution reported by OpenGL (usually 2048 or 8192).
Auto-Detected Limit
Texture size recommended by Houdini based on the amount of VRAM installed on the graphics hardware.
Specify Limit
Manually specify the limit using the Max 3D Resolution
parameter.
Max 3D Resolution
Maximum allowable 3D texture width or height.
3D Texture Format
The maximum allowable bit depth for 3D textures. If a texture’s bit depth exceeds this limit, it will be downcast to the limiting bit depth. If a textures bit depth is less than the limit, it will remain unchanged (ie, not up-converted to the limit bit depth).
8b Fixed
Standard dynamic range (0..255) bit depth. Uses the least amount of memory but super-white values are clamped at white. Not recommended for volume display.
16b FP
High dynamic range bit depth with reasonable color resolution. A good memory vs. quality setting.
32b FP
Ultra high dynamic range bit depth. Uses twice as much memory as 16b FP and has an impact on texture filtering speed. Use with caution.
Tex Mem Limit (MB)
The maximum allowable texture size for a single texture. If the computed texture size exceeds this limit it will be uniformly downscaled to meet this limit. This applies to both 2D and 3D textures, though it more frequently affects tiled textures (UVTile, UDIM). The total memory size of all textures can exceed this size - it only applies to large textures.
Max Sprite Resolution
The maximum allowable resolution for sprite textures. Sprites larger than this resolution will be downscaled to fit.
Instancing Percent
The percentage of instances shown when Point Instancing is enabled.
Instances not shown will be replaced by the Instancing Standin
geometry.
Instancing Limit (M)
The maximum number of polygons that can be generated when instancing,
in millions of polygons. If a single Point Instancing operation
exceeds this amount, some of the instances will be replaced by
the Instancing Standin
geometry.
Instancing Stand-in
Geometry to substitute for instances that are culled by either the
Instancing Percent
or Instancing Limit
parameters.
None
Don’t show anything for culled instances.
Location Marker
Show a small marker for culled instances at their object position.
Bounding Box
Show a wireframe bounding box for culled instances.
Scripts
Each script parameter refers to an hscript command or python script which will be run. Each script parameter has a enable toggle as well as a language selection (hscript or python).
The scripts are always run when rendering occurs. The command checks the parameters of the output driver when it is rendering a range or sending output to a command.
Before the render occurs, Houdini will automatically set the current hscript directory to point to the output driver.
Pre-Render Script
This command is run before any rendering is started. It is only run once per render.
Pre-Frame Script
This command is run before each frame is rendered.
Post-Frame Script
This command is run after each frame is rendered.
Post-Render Script
This command is run one time, after all rendering is complete.
See also |