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Capture Layer Paint is a specialized paint operation for painting capture attributes.
Using Paint Capture Layer
The type of capture (the attribute) to modify.
boneCapture point attribute when painting.
metaCapture point attribute when painting.
Specifies a subset of points to affect. If this is blank, all points are affected.
The type of geometry to use in the group. If the group has only one type of geometry (for example, points), you can just use "Guess from group" and Houdini will figure out the geometry type from the contents of the group.
The operation used by Apply To All.
Default Skeleton Root Path
Default prefix applied to capture region paths if none is supplied by the geometry.
The capture region to paint.
Maximum Paint Value
The maximum value of a capture weight that can be reached in the layer using the paint operation.
Minimum Reduce Value
The minimum value of a capture weight that can be reached in the layer using the reduce operation.
Apply To All
Applies the operation to all of the selected geometry.
Operation for All
This is the default mode which paints the capture weight of the current bone specified by the Capture Region parameter.
Smooths the final values of the composited capture weights across all bones.
Smooths the capture weight values (across all bones) that are only in this layer (ie. only the weights painted by this node).
Smooth Single Bone
Smooths the capture weight values of the current bone specified by the Capture Region parameter using final composited values.
Reduce Capture Weight
Reduces the influence of the current bone specified by the Capture Region parameter.
Erases the changes painted in this node.
Erase Single Bone Changes
Erases the changes painted in this node for the current bone specified by the Capture Region parameter.
Acts like an eye dropper for capture weight values. For the points underneath the brush, it selects the bone with the highest weight and sets that into the Capture Region parameter.
Reset All Changes
Restores the geometry to its initial state.
Updates the layer to contain a snapshot of the current capture weights.
Whether to visualize the capture weights by coloring the geometry.
Visualize Normalized Weights
Indicates the visualized weight values should be normalized.
Whether to visualize the weights in the layer or the result after compositing.
Whether to visualize weights for the selected capture region or all capture regions.
For single bone, how to map the weight to a color.
The basic shape of the brush: circle, square, or bitmap.
What bitmap to use. The alpha channel becomes the brush.
The radius of the brush when painting in the 3d viewport.
The radius of the brush when painting in the 2d viewport.
This controls how much effect the pressure of a stylus will have on the radius. A value of 1 means the radius will go from 0 to the amount in Radius. A value of 0 will mean the radius will always be constant, regardless of pressure. A value of 0.5 will mean the radius will be scaled between one half of Radius and Radius.
If set, this limits how far the brush will paint along its axis. This can be used if connectivity is disabled to limit the effect of the brush. The first parameter is how deep below the surface the brush should penetrate. The second is how high above the surface it should stop. These values can be negative.
How far to rotate the brush.
Amount to squash the brush in the y direction before rotation.
The amount to affect the stencil mask.
This controls the how much effect the pressure of a stylus will have on the opacity. It obeys the same scaling as the Radius Pressure.
A random noise in the brush’s opacity based upon the position on the brush.
A random noise on the object’s stencil mask based on the object position.
Percentage of the brush to be rolled off.
Which metaball kernel to use for the roll off.
Up Vector Type
How the brush should be oriented on the surface:
Oriented in the direction in which the brush moves.
Oriented as specified in the Up Vector field.
The fixed up vector to orient brush to.
If set, the brush will perform reflective symmetry. Any strokes will be mirrored along the plane of symmetry.
If set, the brush will perform rotational symmetry. Any strokes will be rotated around the axis of symmetry.
This defines the normal of the plane of symmetry for reflection and the axis of symmetry for rotation.
This defines the origin of the plane of symmetry for reflection and the origin of the axis of symmetry for rotation.
Number of Rotate
This defines the degree of rotational symmetry. A degree of 3 means the stroke will be applied 3 times at 120 degree separation. A value of 5 will perform the stroke 5 times with 72 degrees of separation.
This is the distance of the plane of symmetry from the origin of symmetry.
If set, the brush will reflect when brushing is done in the UV viewport.
The origin of the line of reflection in the UV viewport.
The angle of the line of reflection in the UV viewport. 0 will mirror about the U axis, 90 will mirror about the V axis.
Orient Brush To Surface
Switches between the brush being perpendicular to the surface or always oriented along the view direction. If you are having trouble with a shaky brush, try turning this off. Turn this off in order to brush on disconnected points, (point clouds).
If set, the tool will only affect points connected to the closest point to the intersection. This is usually a good thing, as it avoids accidentally painting through the geometry (but see the depth parameter), but can prevent smoothly painting across seams. This should usually be turned off in order to brush on disconnected points, (point clouds), since they are not connected to each other.
If set, the tool will only affect points facing in the same direction as the clost point to the intersection. This is usually good to avoid accidentally painting the backfacing parts of geometry, but if you want a pure depth brush can be turned off.
Set this to paint geometry as it’s deforming.
The current direction of the brush. If orient to surface is on, this is the normal direction of the surface hit by the brush. Otherwise, it is the direction from the eye to the surface.
The current location of the brush. This tracks the surface as the brush moves along it.
The primitive number of the primitive the current brush is centered at.
The location the current brush is on the current primitive. Note this is a parametric UV location, not the texture UV location.
The amount of force the brush is currently applying. This is only meaningful when a tablet interface that supports pressure is used.
The point closest to the current brush’s center.
Controls the current state of the brush. When it is on No-op, the values of the stroke tab are ignored and no updating of the geometry is done. Other values are set automatically as you brush the surface, allowing the SOP to update in response to your actions.