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The slide modifier attribute is used by the Deform Muscle node to determine how much sliding is allowed for each point in the geometry. This SOP is used to increase or decrease the amount of sliding that occurs when deforming points in the geometry. The sliding attribute can take any value between 0 and 1. A value of 0 or less results in no sliding, while a value of 1 or more results in the maximum level of sliding. This node may also be used to paint an inflation modifier attribute on points in its input geometry. This attribute is used by the Deform Muscle node to determine how much a given point should inflate over underlying muscle geometry.
Using Paint Sliding Modifier
Create and capture muscles in geometry.
Make sure you create a Rest Anchor.
Click the Paint Sliding Modifier tool on the Characters tab.
Select the faces and/or hulls you would like to brush and press Enter to confirm your selection.
Hold and drag your cursor over the points you want to brush.
The brush will paint in infra-red, where the red points have the highest values and the blue points have the lowest.
On the Inflate tab of parameter editor for the deform muscle node, turn on the Enable Sliding checkbox.
If you run into a problem, you can simply click the Force Recapture button on the parameter editor of the capture node.
Attribute to Paint
The attribute to paint on the input surface. Surface Sliding Modifier
Painting modifies an attribute controlling how much points should slide over their underlying muscle geometry when transformed by the Deform Muscle SOP.
Surface Inflation Modifier
Painting modifiers an attribute controlling which points should inflate over their underlying muscle geometry in the Deform Muscle SOP. A value of 1 on a point indicates that the point should fully inflate over underlying muscles. A value of 0 indicates that no inflation should occur, while values in between 0 and 1 blend points between their uninflated and fully inflated positions. This can be used to control precisely which points in the input geometry are inflated by the Deform Muscle node.
The operation used by Apply To All.
How the painted attribute value is to be applied to the surface.
Accumulate To Stencil
See about accumulate to stencil . By default, the operation is applied and the stencil cleared after every brush stroke. When this option is on, Houdini does not apply the stencil until you click Apply and Clear Stencil.
Apply & Clear Stencil
Applies the operation and clears the stencil. This is equivalent to right-clicking in the viewport.
Apply To All
Paints all of the selected geometry.
Reset All Changes
Restores geometry to initial state.
Whether to do a false color visualization of the sliding attribute and what range to map to.
How to map the attribute value 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.
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.