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Displacement Texture VOP node

Modifies normals and/or positions based on a texture map.

This is a high level VOP that applies various methods of modifying surface positions and normals.

See the Texture Type parameter for a list of supported operations.

Note

For more information on bump, normal & displacement mapping, please click here.

Parameters

Texture Type

The type of operation to perform.

Bump

A fast alternative to displacement that only modifies normals to give the appearance of surface height variations. The surface offset is defined by the value input. The position isn’t modified.

Normal

Sets the normal to the vector value, after converting from the set Normal Space and applying any flipping as defined by Flip X and Flip Y. The normal is applied relative to the chosen Space.

Displace Along Normal

Offsets P by a component of value in the direction of N. Updates N to fit the new surface positions.

Vector Displacement

Offsets P by the value vector. The value is applied in the chosen Space.

Texture Color Space

The texture’s color space.

Vector Space

The space in which the vector-based operations Normal and Vector Displacement are applied.

UV Tangent Space

Use the space defined by the Surface Normal and the UV-tangents. Using this space allows normal textures to be applied to deforming objects, since the vector applied relative to the surface’s orientation, rather than simply in object space.

Object Space

Use the object’s transform.

Offset

This offset is added to the value before Effect Scale is applied.

Effect Scale

The effect of the operation is scaled by this value.

In Normal mode, this scales the rotation of normals away form the input normal.

Texture Path

The image file to use as a texture map.

UDIM Filename Expansion

UDIM texture filename expansion. The UDIM coordinate is computed based on the uv-coordinate: 1000 + int(u)+1 + int(v)*10. Example: "map_%(UDIM)d.rat" returns "map_1044.rat" with u=3.1, v=4.15

Wrap

Determines how the image is evaluated when the texture coordinates are outside the range 0-1. The options are:

Repeat

(string value repeat). The image map repeats outside the range 0 to 1. Basically, the integer component of the texture coordinate is ignored.

Streak

(string value streak). Texture coordinates are clamped to the 0 to 1 range.

Decal

(string value decal). Coordinates outside the range 0 to 1 will evaluate to the border color rather than an image color.

Filter

Type of anti-aliasing filter to be used for evaluation. The options are:

Box

(string value box)

Gaussian

(string value gauss)

Bartlett/Triangular

(string value bartlett)

Sinc Sharpening

(string value sinc)

Hanning

(string value hanning)

Blackman

(string value blackman)

Catmull-Rom

(string value catrom)

Mitchell

(string value mitchell)

Point Sampling

(string value point)

Filter Width

Blur the texture based on derivatives in shading contexts. For contexts that do not provide derivatives (such as the sop context), this parameter will have no effect and you should use Texture Blur or Pixel Blur instead. In shading contexts, filtering will be proportional to the micropolygon size with a filter width of 1, filtering one micropolygon.

Channel

The component to use with the scalar operations Bump and Displace Along Normal.

Image Plane

The image plane to read from the texture.

Tip

Tangent-space normals exported using the Shading Tangent-Space Normal parameter on the Mantra ROP are exported to the Nt image plane by convention.

Normal Space

In Normal mode, controls in what format the input is stored.

0 to 1

The components of the normal are in the 0-1 range. This is typically done in textures in order to store values in the positive and visible range.

-1 to 1

The components of the normal are in their natural, normalized state.

Flip X

Flip the input normals in X, before applying the Vector Space.

Flip Y

Flip the input normals in Y, before applying the Vector Space.

See also

VOP nodes