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Note

Any modifications made to the options in the Houdini Preferences dialog requires a restart of Houdini for the changes to take effect.

General User Interface

Draw Lines Smoothly

Turns on the OpenGL option of anti-aliasing all vectors in Houdini, including the UI and 3D viewports. You can see this immediately on the tile profiles, the wires that connect tiles, etc.

See also the Antialias Samples option on the Scene tab in the Display Options window.

Color Pane Headers with Network Contexts

The pane header contains the pane tab and the path gadget, which has a gray background by default. If this option is turned on, the background color of the pane headers is changed to their representative network type color.

Show Images for Image Files in File Browsers

The default value for Show Images in image-based file browsers (in the RMB menu over the files).

Left-hand Menus

Build menus to the left of the mouse cursor. This is useful for right-handed people using on-screen styli.

Dead Zones

Click

The amount of movement allowed (in pixels) when detecting click events.

Hold

The amount of movement allowed (in pixels) when detecting button hold events.

Trivial Drag

The amount of movement allowed (in pixels) when deciding the drags that should be ignored as trivial.

Pick and Move

The amount of movement allowed (in pixels) before pick operations become pick and move operations.

Play Audio with Popup Notifications for

Turns on/off the sounds that play with error, message, warning, or question dialog windows.

File Choosers

Specify a file chooser style.

Note

This option is only available for Macs.

Houdini Chooser Only

Houdini will use its own chooser for all file browsing.

Mix of Houdini and Native Choosers

Houdini will use the native OS’s file chooser for File ▸ Open, and its own chooser for all other file browsing.

Native Chooser Only

Houdini will use the file chooser native to the OS for all file browsing.

Startup in Desktop

The desktop that appears when Houdini starts up. By default, it is Build.

Playbar UI

Changes the layout of the playbar UI icons.

Normal

The default playbar UI layout.

Compact

Arranges the playbar icons to take up less vertical space.

Icon Size and Layout

Change the size and spacing of icons in the UI. Changes to this parameter will take effect in your next Houdini session.

Small

A very compact size designed to maximize viewer area.

Compact

Slightly more compact than the Normal size, reducing margins and icon sizes.

Normal

The default Houdini UI size.

Large

Slightly larger UI size. Icon buttons are about 10% larger.

Extra Large

Very large UI size for icons and icon spacing.

Global UI Scale

A global scale for resizing the entire UI. Increasing the scale is desirable for high resolution screens. The default scale is 1.0. A scale of 1.75 is suggested for high DPI screens on Linux and Windows, and a scale of 2.0 is suggested for high DPI screens on macOS.

Network Editor, Nodes, and Trees

Animate network changes

Animates certain changes and transitions in the network editor for clarity (for example, moving nodes out the way when a new node is placed). Turn this off to disable animations.

Use simplified shape when node shapes off

In the network editor’s View menu, you can turn off display of custom node shapes. If that option and this option are both on, Houdini uses an even simpler default node shape (a simple rectangle instead of a rounded rectangle). This may speed up the display of extremely complex networks.

Display full comments and descriptive parameters

By default the network editor cuts off long node comments and descriptive parameter values (displayed below the node name) after a certain number of lines. Turn this on to always display the full text of comments and descriptive parameters no matter how long.

Display VOP input and output descriptive labels

On VOP nodes, label inputs and outputs with the human-readable label instead of the internal name.

Stacked look for nodes with interesting contents

By default, nodes that users might want to dive into (such as unlocked assets, Geometry objects, subnets, and so on) are drawn with a stacked look to make it clear to new users they can dive into them. Turn this option off to never draw the stacked look for any nodes.

Node info windows close when losing focus

When this option is on, if you open an info window with the info button on the node ring, the window stays open until it loses focus, so you don’t have to manually close it. If you turn this option off, the window always stays open until you close it.

Linux

On Mac and Windows, this option is on by default. On Linux, this option is off by default, since some users have the window manager set up so “focus follows mouse”, which always makes info window close immediately.

Flag hotkeys work on existing node selections

When this option is off (the default), flag hotkeys work by holding the key and clicking a node to set the flag. When this option is on, pressing a flag hotkey sets the flag on the selected node(s).

Allow diving into locked assets

If you turn this off, you cannot dive into locked assets, unless they have a dive target node specified. A studio may want to specify that this option be turned off to prevent artists from accidentally diving into assets and getting lost.

Snap radius

The radius for snapping moved/placed nodes to align with other nodes. Increase this distance to make nodes more likely to move to align with other nodes when dropped.

Connection snap radius

The radius for snapping wires to connectors. Increase this radius to have wires jump onto connectors from farther away. Decrease it to have wires not jump to connectors until you get closer.

Shake distance

Shaking nodes disconnects them from their wires. This slider controls how far you have to move the mouse back and forth for Houdini to recognize a shake. If you are getting accidental disconnects because Houdini thinks you are shaking, you might want to decrease this. Turn the slider all the way down to disable shaking to disconnect.

Show previews on new COP nodes

You can show or hide the preview thumbnail on each individual compositing node. This checkbox controls whether newly created compositing nodes show or hide the preview.

Initial VOP detail level

You can set the compactness level on each individual VOP node. This menu controls what the initial level for newly created VOP nodes.

Display icons in operator tree views by default

Various interfaces in Houdini show hierarchical lists of nodes (for example, the node picker or the tree view pane). Turn this off to not display icons next to node names in these tree views.

Display Embedded Visualizer Editor

When one or more visualizers are attached to a node, display the visualizer settings in a separate tab in the parameter editor.

3D Viewports

Orientation

Y Up

The standard Houdini orientation with the positive Y axis pointing up.

Z Up

An alternate right-handed orientation with the positive Z axis pointing up.

Tumbling Method

Standard Houdini Tumbling

The normal Houdini method of tumbling the display (using LMB). It is such that the tumbled is attached to the mouse, and moving the mouse back to the same location on the screen results in the tumble returning the same result for that location. This is intuitive for most users.

Classic Houdini Tumbling

With the classic method of tumbling, you move the mouse in small circular motions counter to the direction you want to turn. You will get a tumble-orientation that moves continuously counter to the direction in which you are moving the mouse. This actually provides more control over the tumble once you have got the knack of it.

80's Style Euler Tumbling

Provides the option for 80's Style Euler tumbling - for those who prefer it.

90's Style Euler Tumbling

When tumbling vertically, do not lock at the y-axis, but tumble right over, now viewing your model upside down. This allows more fluid control while still maintaining a fixed up direction.

Use Alt Key for View Controls

Allows you to tumble, dolly, track, tilt, zoom, and box zoom using the Alt key. See View the scene for more information.

Panning Method

Move Pivot when Panning

The pivot about which the Viewport swivels will always be the center of the Viewport - even if you've panned the geometry off to the side.

Maintain Viewport Pivot when Panning

The pivot about which the view swivels will be maintained around the geometry in question - even when it has been panned away from the center of the Viewport.

Default Tumble Pivot

Determines the default tumbling behavior for new viewers.

Keep Pivot on Tumble

Tumbling will use the current view pivot.

Set Pivot on Tumble

Tumbling will set the view pivot to be on the geometry lying under the mouse at the start of the tumble operation, if any, and otherwise leave the view pivot unchanged.

Default Dolly Direction

Determines the default dolly behavior for new viewers.

Dolly along View Direction

Move the camera in the view direction.

Dolly along Projected Direction

Move the camera along a direction projected from the mouse position at the start of the dolly operation.

Default Zoom Center

Determines the default zoom behavior for new viewers.

Zoom about View Center

Zoom the view about its center.

Zoom about Mouse Position

Zoom the view about the mouse position at the start of the zoom operation.

Default Homing Method

Controls what happens when you hit the home hotkey. The default is Oblique, which has a value of 45 degrees.

Wire Toggle Mode

Allows you to change the shading mode. You can also do this by pressing the W hotkey in the viewport.

Delay Inactive Viewport Redraws

If this option is turned on, Houdini will delay inactive viewport redraws in the quad view. In the quad view, one section is active and the other three are inactive. When an action is done in the active viewport, it will be updated aggressively and the inactive viewports will lag behind. The inactive viewports will be redrawn once the active viewport is completely updated. Turning this option on improves performance.

Highlight component under mouse when selecting

Allows you to turn off the display of highlighting the component under the mouse in the viewport.

Shelf Tools and Tab Menu

Tool History Length

The number of least recently used menu items that are kept as history in the Tab menu.

Tab Menu Operator Namespace Filtering

Determines which variants of the same operator are displayed in the Tab menu. The operator variants share the same base operator name but differ in scope, namespace, and/or version.

Show All Operators

Displays all available operator variants.

Show Only Operators with Preferred Versions

Displays several operator variants, one from each namespace defined for a given operator. For each namespace, an operator variant with the preferred (usually highest) version is displayed.

Show Single Operator from the Preferred Namespace

Displays only one variant of the operator. The displayed variant is from the namespace with the highest precedence order, as configured by the user with HOUDINI_OPNAMESPACE_HIERARCHY environment variable. If there are a few variant candidates in the same namespace, the preferred version is used.

Takes

Allow Auto Take Mode for Locked Assets

Allows you to edit contents of locked assets in the auto take mode, overriding the interior parameters inside the current take.

Note

This parameter affects the auto take mode, not takes in general.

Animation

Keying

Auto-Key: Add Keyframes on Parameter Change

When turned on, parameter changes are immediately keyed, and the changes are reflected in the geometry displayed in the viewport.

Auto-Key Tuples Parameters

When this checkbox is turned on, keyframes are inserted on all tuple parameters (parameters with multiple components). This is important when animating using manipulators (handles).

Auto-Commit: Save Parameter Change at Keyframes

When you change parameters that have already been keyed at the current frame, the new values are automatically saved as the new keyed values. You do not need to explicitly key the values.

Set Auto-Add to Channel List Flag when Creating Channels

Automatically turns on the auto-add to channel list flag when creating a channel. This is for advanced use cases where Add Parameters with Animation isn’t enough.

Set Additional First Key at Frame

Will set an extra keyframe at the specified frame (typically frame 1) when a keyframe is added. If left blank, no extra keyframes will be added.

If set to 1, it will approximate the behavior of older (pre-H6) versions of Houdini, which would automatically add a key at the first frame.

Global Set Key

Set Keys on Pending Channels

Sets keys on the parameters in the channel list where changes have been made but have not been explicitly keyed. (You need to explicitly key a changed parameter if auto-commit is turned off.)

Set Keys on All Channels

Sets keys on all of the parameters in the channel list.

Set Keys on Selected Channels

Sets keys on the parameters that are selected in the channel list.

Initial Segment

Default / Rotation Function

You can set the default segment interpolation function to be of the type you specify here, e.g. cubic. You can also set the default function used for rotations.

Added Segments

Auto Function

When turned on, Houdini attempts to automatically determine the best function to interpolate between added keyframes. When turned off, adding keyframes inserts segments of the type specified here.

Manual Slope

New keyframes will have a manual slope with a slope value set to 0.

Manual Slope but Keep Slope Value from Existing Curve

New keyframes will have a manual slope with a slope value set to the slope of the existing curve at that frame.

Auto Slope

Houdini automatically adjusts the slope orientation into and out of a keyframe depending on the location of the keyframe in relation to the keyframes around it.

Hold Last Key

When adding keyframes in the last segment of a channel, the final segment is modified to hold the same value between the last keyframe and the end of the animation. Turning on this parameter allows you to insert keyframes repeatedly without changing the interpolation of the last segment.

Animation Editor and Motion FX Viewer

Update Channel List When Nodes are Selected

Parameters of the selected node(s) will be added to the channel list.

Add Parameters With Auto-Add to Channel List flag

Parameters of the selected node(s) which are marked as autoadd will be added to the channel list.

Add Parameters With Animation

When turned on, the channel list will be populated with parameters that have animation. This is an easy way to see the animated parameters on selected nodes without having to set the auto-add flag or add channels manually.

Add Parameters from Descendants

When turned on, the channel list will expand the selected nodes to include all the child nodes.

Add Parameters from Constraints

When turned on, the channel list will expand the selected nodes to include all the constraints nodes.

View Overridden Parameters in Motion FX View

Parameters of the selected node(s) that are currently overridden by CHOPs will be displayed in the Motion FX view pane.

When Parameters are Added to Channel List

Keep Channel List Selection

Keep the channel list selection when nodes are re-selected. When turned off, the channel selection state will reset to the state from the auto-select flag.

Open Animation Editor If Closed

When turned on, a new animation editor window will pop-up if there is none currently visible in the desktop.

Follow Channel References

When turned on, the channel list follows channel references and CHOP exports. When turned off, you will see the result of the expression in the graph editor, but will not be able to edit any keyframes.

Underline in the Parameter Editor

Parameters in the channel list will be rendered with a colored underline in the parameter editor.

Use Channel Color

Parameters in the channel list will be rendered in the parameter editor with an underline color matching the channel color.

Lighting

These preferences are related to working with USD in LOP networks.

Display Options

Load Payloads by Default in New LOP Networks

When you create a new LOP network, whether the network is set to load payloads in the viewer by default.

You can always change whether individual payloads are loaded or unloaded in the scene graph tree pane. However, if you are working with very large/complex USD files, you may want to turn this off, so when you reference in a layer, all its payloads are unloaded by default. Otherwise with a very complex layer Houdini could become slow until you manually unload the payloads.

Note that Payloads can be unloaded by an opinion at the USD level, as authored by a Configure Stage node, and also at the viewer level, as controlled by the Load column in the scene graph tree. This option only affects the viewer level.

Tip

See the Loft Payload Info LOP for how to store metadata about payloads (when they are loaded) so when they are unloaded you can still see their type and bounding box.

Allow Viewport Only Payload Loading

The scene graph tree can control the loading of payloads in the viewport’s USD stage in a way that overrides and payload loading specified in a Configure Stage LOP. With this option disabled, the scene graph tree will only allow the viewport to load payloads that are also loaded in the LOP Network. This mode can be safer in LOP node graphs where the Configure Stage node behaves differently for viewport display and final renders (based on a context option, for example). With this option enabled, the scene graph tree can instruct the viewport to load payloads that have been explicitly unloaded by the LOP Network. This allows more flexibility over what payloads are loaded in the viewport even if the LOP Network isn’t loading all payloads.

Panes and Primitive Selections Follow Current Node

Panes other than the viewer, such as the scene graph tree, follow the current (selected) LOP node rather than the LOP node with the display flag.

Panes Show Viewport Stage

You can create overrides in the scene graph tree pane, such as toggling visibility. These overrides, indicated by a red dot in the pane, only affect an internal “viewport stage” used by the viewer, overlayed on the “real” stage. When this is off (the default) other panes (such as the scene graph details pane) show the state of the “real” USD stage, not the “viewport” stage. For example, when this is off, if you hide a prim from the viewer using the scene graph tree, the details pane will still show it as visible.

Turn this on to have the other panes show the state of the overlayed viewport stage, rather than the underlying stage constructed by the network.

Panes Show Post-Layers

In addition to viewport overrides created in the scene graph tree, the hou.LopNetwork.editablePostLayers method creates post-layers on a LOP Network that affect both the viewport and final renders. This option allows scene graph tree and scene graph details panes to ignore the content of the post-layers for debugging purposes. In almost all other situations, this option should be left in its default enabled state.

Use Simplified Linker Interface

Displays a simpler tree-like interface in the light linker and material linker, rather than the graphical card-based interface. Turn this on if you have a very complex scene with a large number of links that make the linker interface slow.

Display Resolved Layer Paths

When this is off, the scene graph layers pane shows the layer identifier as it appears in the USD. When this is on, the pane shows the “resolved” path to an actual layer file on disk, as returned by the asset resolver.

This is off by default since the file path of the layer may be less meaningful than the original identifier, which may have more user-readable information in a URI or similar format, such as an asset tag, version number, and so on.

Set Asset Resolver Context From LOP Node Parameters

When this is off (the default), Houdini gets the asset resolver context based on parameters on the LOP network.

However, in some cases the asset resolver context is most easily specified as the first layer loaded onto the stage. If your pipeline uses this style you can turn this option on.

When this is on, Reference and Sublayer LOPs that don’t have their first input connected use the file they reference/layer as the asset resolver context.

Default Authoring Options

New Primitive Path

The default path for prims, in new LOP nodes. The default expression /$OS puts the prim at the root level and names the prim after the node ($OS means the name of the current node).

It’s a good idea for people working in LOPs to edit the primitive path whenever they put down a LOP that creates a prim, because the default is not a very good general policy.

You may want to craft a different expression for your studio, or for different departments (for example, /Layout/$OS, but it’s a good idea for it to include $OS, to help avoid (but not prevent) namespace collisions.

Collections Primitive Path

In USD, collections are stored using properties on a prim. LOP nodes that create collections will generally put them on this prim (creating the prim if it doesn’t exist), though some will allow you to choose a different prim.

The default is /collections.

You may want to choose a different default place to keep collections for your studio, or for different departments.

Collection Primitive Type

If a LOP node needs to store a collection and a prim doesn’t exist at the default collection path above, the node will create it. In that case, it will create a prim of this type.

Lights Primitive Path

LOP nodes that create lights will generally put them under this prim (creating the prim if it doesn’t exist), though some will allow you to choose a different prim.

The default is /lights.

You may want to choose a different default place to create lights for your studio, or for different departments.

Cameras Primitive Path

LOP nodes that create or reference cameras will generally put them under this prim (creating the prim if it doesn’t exist), though some will allow you to choose a different prim.

The default is /cameras.

You may want to choose a different default place to create cameras for your studio, or for different departments.

Transform Suffix

The default value for the Transform Description parameter on Transform LOP nodes. This value is appended to the transform attribute name. The default is $OS (the node name), to avoid collisions of attributes created by different nodes. Collisions can cause unexpected results, where the Transform node overwrites an existing transform rather than creating a new one.

A studio may want to customize this based on their own transform attribute naming conventions.

Default Metrics

Use Houdini’s Unit Length for Meters per Unit

When this is on, new LOPs get their “meters per unit” value from the current Houdini unit length preference (usually 1 unit = 1m). (You can override this on a given layer using a Configure Layer LOP.)

When this is off, you can specify a different “meters per unit” value below as the default for new layers.

Default Meters per Unit

When Use USD Standard Default Meters per Unit is off, this is the value to use as the default “maters per unit” setting on new layers. (You can override this on a given layer using a Configure Layer LOP.)

Use USD Standard Default Up Axis

When this is on, Houdini uses the USD API to get the default “Up Axis” value.

When this is off, you can specify an axis below to use as the default for new layers.

(The USD API usually returns Y as the default up axis, but users/studios can override this using an entry in a plugInfo.json file loaded by the USD plugin system.)

Default Up Axis

When Use USD Standard Default Up Axis is off, the default axis to set as the up-axis on new layers.

Rendering

Available Render Nodes

Lists the render nodes available in Houdini that you can enable or disable.It is possible to override the preferences with the HOUDINI_DEFAULT_RENDERERS environment variable. Any render nodes thus overridden will be grayed out in the preferences. If a render node, which is not enabled in this list, exists in the scene, its temporary enabled state will be noted in the Enabled By column. Any render node enabled through that mechanism will not affect the session-to-session preferences.

Make All Render Nodes Available in Tool Palette and Tab Menu

If enabled, all render nodes will be shown in the output driver tool palette and tab menu. Otherwise, only the subset of render nodes selected in Available Render Nodes will be shown.

Handles

Preferences

Hide Locked Handle Parts

Keeps locked handle parts from being displayed. Reload the file to see this change take effect for existing handles.

Color Transform Handles By Axis

When turned on, the transform handles in the 3D viewer displays different colors depending on the axis they affect.

Keep Handle Alignment When Reselecting

When turned on, the transform handles in the 3D viewer maintains the same orientation when different objects are selected.

Add to Channel List When Setting Keyframes

Do not Modify Channel List

Do not change what is in the channel list.

Add to Channel List

Add parameters to the channel list, keeping the existing parameters.

Isolate in Channel List

Add parameters to the channel list, replacing the existing parameters.

Open Animation Editor If Closed When Adding Channels From Handles

When adding channels from handles, opens a new animation editor (if not already open).

Handle Scale

Scales fixed-size handles in the viewport.

Pick Distance

Specifies how far away the mouse cursor can be from a handle (in pixels) in order to pick and manipulate that handle.

Orient to Normal

The axis that orients to the normal during orientation picking.

Show Negative Axes for Translate Handles

When turned on, extends the translation handle axes in the negative direction.

Show Planar Dragging Targets for Translate Handles

When turned on, shows small draggable translate planes away from the center of the handle.

Allow Planar Dragging of Translate Handles Between Axes

When turned on, allows you to select a drag plane between the translation handle axes in the 3D viewer.

Prefer Planar Dragging Between Axes Over Back Facing Axes

When turned on, the back-facing parts of the translation arrows are disabled, so that when you are dragging on a plane, you don’t accidentally select the arrows.

Allow Dragging of Rotate Handles Between Rings

When turned on, allows you to click and drag between the rings of the rotation handles in the 3D viewer when no translation handles are available. This allows you to perform rotations in all 3 axes simultaneously.

Allow Indirect Handle Dragging with MMB

When turned on, allows you to drag handles with the MMB without starting the drag on the handle itself.

Not all handles support this option. When multiple handles are displayed, the one closest to the mouse cursor that supports this option is chosen.

Translate Handle

Controls how indirect dragging behaves with translate handles.

Map Drag to Axis

Drags along the handle axis best matching the mouse motion.

Map Drag to Construction Plane

Drags across the construction plane, defaulting to the view plane when the construction plane is not displayed.

Drag in View Plane

Drags across the view plane, regardless of whether or not the construction plane is displayed.

Spider Handle

Controls how indirect dragging behaves with the spider handle available for joints.

Map Drag to Axis

Drags along the handle axis best matching the mouse motion.

Map Drag to Construction Plane

Drags across the construction plane, defaulting to the view plane when the construction plane is not displayed.

Drag in View Plane

Drags across the view plane, regardless of whether or not the construction plane is displayed.

Prefer Indirect Translate Over Indirect Rotate

Determines the operation that indirect dragging performs for handles showing both translate and rotate components.

Prefer Indirect Translate Over Indirect Vector Rotate

Determines the operation that indirect dragging performs for handles showing both translate and vector rotate components.

Prefer Indirect Translate Over Indirect Scale

Determines the operation that indirect dragging performs for handles showing both translate and scale components.

Hide Rotate Handle Rings Parallel to the View Direction

When turned on, rotate handles will hide any ring edge parallel to the current view direction. When turned off, will only affect rotate handles without any translate axes.

Show View Axis Ring for Rotate Handles

When turned on, rotate handles will draw an outer ring for rotating about the current view axis.

Scale Handle Style

Switches between different styles of the scale handle.

Cloverleaf

The classic Houdini rounded square scale handle that can incorporate translate widgets.

Axis

A simpler scale handle that may be more familiar to some users, but cannot incorporate translate widgets.

Defaults

Transform

Default Handle Alignment

The initial orientation for transform handles in the 3D viewer.

Object

Align to the local space.

World

Align to world space.

View

Align to view.

Parent Object

Align to the object’s first input.

Component

The default handle alignment.

C-Plane

Align to the construction plane.

Default Transform Handles to Gimbal Mode

When turned on, the initial mode of the rotation handles in the 3D viewer is gimbal mode. In gimbal mode, the rotation circle handles are always aligned so that manipulating them only affects the rotation angle of their respective axis.

Default 2D Orientation Handle Transform is Global

This setting affects the orientation handles for manipulating lights and cameras. There are two ways to manipulate the handle - in local space or global space.

When turned on, the default mode is global space. To manipulate in local space, hold SHIFT when manipulating the handle. When turned off, the default mode is local space, and SHIFT needs to be held down for global space manipulations.

Motion Path

Appearance

Color

Sets the default RGB color for the motion path. The default color is only visible when Visualization ▸ Timeline is selected.

Visualization

Timeline

When turned on, the motion path appears as a line with keyframe ticks (from motion capture and manual keyframes) that follows the trajectory or animation path of the currently selected joint.

Pre/Post

When turned on, the motion path appears as a line with keyframe ticks (from motion capture and manual keyframes) that follows the trajectory or animation path of the currently selected joint. The section of the path in front of the joint is dimmed, and the section behind the joint has the default brightness.

Velocity

When turned on, the motion path appears as a line with keyframe ticks (from motion capture and manual keyframes) that follows the trajectory or animation path of the currently selected joint. The colors along the motion path indicate the rate of change in position for the selected joint over time. Cool colors indicate a decrease in velocity, and warm colors indicate an increase in velocity.

Acceleration

When turned on, the motion path appears as a line with keyframe ticks (from motion capture and manual keyframes) that follows the trajectory or animation path of the currently selected joint. The colors along the motion path indicate the rate of change of velocity for the selected joint over time. Cool colors indicate a decrease in acceleration, and warm colors indicate an increase in acceleration.

Velocity Ramp

Sets the Velocity visualization color scheme for the motion path.

This option is only available when Visualization is set to Velocity.

Acceleration Ramp

Sets the Acceleration visualization color scheme for the motion path.

This option is only available when Visualization is set to Acceleration.

Show Keyframe Numbers

When turned on, the frame numbers for the motion clip keyframes appear next to their corresponding keys on the motion path.

Highlight Current Frame

When turned on, an arrowhead is displayed at the position of the current frame.

Ribbon

Show Wide Path

When turned on, the motion path appears as a wide solid shaded path or ribbon with keyframe ticks (from motion capture and manual keyframes) that follows the trajectory or animation path of the currently selected joint.

Show as Wireframe

When turned on, displays the ribbon motion path as a wireframe.

Path Width

Sets the width of the ribbon motion path in Houdini units.

Frames

Limit Number of Frames

When turned on, determines the number of frames that are visible on the motion path before and after the skeleton’s current frame.

Cycle Frames

When turned on, the displayed frames of the motion path loops the playbar’s range instead of being truncated.

Frames Before

The number of frames on the motion path that appear before the skeleton (past frames) during its animation.

Frames After

The number of frames on the motion path that appear after the skeleton (future frames) during its animation.

Sample Between Frames

When turned on, the motion is sampled at times in-between frames to generate a smoother curve for the motion path.

Number of Samples

The number of times the motion is sampled per frame.

This option is only available when Sample Between Frames is turned on.

Show Frame Ticks

When turned on, all keyframe ticks appear on the the motion path line. This is useful when you only want to see your motion path keyframes and not the ticks from input motion capture or motion clips.

This option is only available when Show Wide Path is turned off.

Tick Size

The length (height) of the keyframe ticks.

Frames Between Ticks

The density of the keyframe ticks.

Variable Tick Size

When turned on, the length of the keyframe ticks depends on their proximity to the skeleton during its animation.

Falloff Distance

The distance (in Houdini units) from the skeleton at which the keyframe tick size on the motion path are at their smallest.

This option is only available when Variable Tick Size is turned on.

Tangents

Show Tangent Handles

When turned on, the tangents of the keys of the active Translate parameter’s channels are displayed on each key. These can be manipulated to change the curve of the motion path between key poses.

Interactive Tools

Use Cook Selection to Update Geometry Selection Type in SOP States

Specifies whether SOP tools update the component selection type to match the type of component the tool operates on.

This addresses the situation where you've selecting one component type, say edges, but the node takes that edge selection, and generates output of a different type, say faces. In that case, you would see a faces selected in the viewport, but if you started selecting, you would still be selecting edges. When this option is on, if for example the node generates faces, Houdini automatically switches the selection mode to faces.

If you change this preference while a tool is active, you may need to leave and re-enter the tool for this to take effect. Not all tools support this preference.

Automatically Turn Construction Plane On

Toggle which interactive tools automatically turn on the construction plane when started with it off but the reference plane on.

Objects and Geometry

Preferences

Highlight Object Selections in Viewport

Provides visual feedback when objects are selected in the Viewport.

Automatic Parameter Folder Flipping when Picked in Viewer

Flips parameter pane folders to the folder that contains the first parameter that is referenced by any channel in the selected object if such a reference exists.

Default Geometry Display

Specifies the default geometry display mode of the 3D viewer. This only affects the 3D viewer in Geometry selection mode.

Show Current Operator

Geometry is displayed and selected from the current (ie. the last selected) node.

Show Display Operator

Geometry is displayed and selected from the node with the display flag enabled.

Default Context Creation

Specifies the default context creation mode. To change it in the 3D viewer, use the icon menu in the upper-right corner.

Create at Object Level

Creating new geometry (eg. Box tool) from the shelf will create a new object to contain it.

Create in Context

Geometry will be created within the current context (eg. another piece of geometry in the same object).

Use Existing Selection to Complete Actions

If enabled, tools use the existing selection if available to complete their actions when they are invoked.

Secure Selection On by Default

Enables secure selection by default. When secure selection is enabled, it prevents you from losing your selection with a stray click.

Create Full Loop Selections Through Any Topology

When enabled, loop selections performed in the viewport will create full loops even if this means passing through regions of irregular topology. If this option is disabled, loops will terminate at points where there are multiple possible paths. Consider the example of selecting a longitudinal edge on a polygon mesh sphere. If this option is turned on, an edge loop will be created that passes through the poles of the sphere. If this option is turned off, the loop will stop at the poles.

Select Entire Subnets On by Default

When enabled, the default behavior will be to select the subnets when you select the containing node.

Set Highlight Flag on Viewer Generated Nodes

When enabled, nodes created interactively in the viewer will have their highlight flag turned on. For SOPs this controls whether the node creates a cook selection. Disabling this flag can affect interactive behavior that depends on the cook selection being available. For example, component selectors often bootstrap from a node’s cook selection.

Geometry Pick Distance (Pixels)

Specifies how far away the mouse cursor can be from geometry in order to pick that geometry.

Keep Position when Parenting

Never

When set to Never, objects will not maintain their world position when you parent objects together, rather, they will assume a space relative to the parent object.

Always

When set to Always, objects will maintain their world position and orientation even if you rewire an object node to set its parent (this is done by changing the object’s Transform/Rotate/Scale parameters).

Use Object Flag

This setting will maintain an object’s world position according to the Keep Position When Parenting parameter of the individual object.

Bone Kinematic Override

None

If none is selected, there is no kinematic override.

IK Rest Pose

If rest is selected, all bones are cooked at their rest positions. The bone rest positions control how Inverse Kinematics are solved for them.

Capture Pose

If capture is selected, all bones are cooked at their capture positions. The bone capture positions are used when capturing skin geometry using the Capture and Capture Proximity SOPs.

Keep Position When Moving

If this option is turned on, moving an object will not affect the position and orientation of its child objects. This is done by modifying the child object pre-transforms and/or transform parameters.

Read-Only Pre-Transforms

If this option in turned on, you will not be able to manipulate objects' pre-transforms.

SOP Cache

SOP Caching Controls

Cull Level

Higher settings tell Houdini to be more aggressive at keeping the cache size down, saving memory at the expense of speed.

Memory Limit

The amount of memory to use to cache geometry transforms.

Manual Overrides

Unloading

Never

Never unload SOPs.

Flag

Only unload SOPs if the unload flag is set.

Always

Always unload SOPs.

Memory

Never

Ignore the memory limit.

Always

Unload SOPs when the memory limit is reached.

OBJ Cache

OBJ Caching Controls

Houdini can cache object transforms for individual objects once it’s calculated them when you turn on the object’s Cache data option. 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 on by default for Sticky and Bone objects.

Memory limit

The amount of memory to use to cache object transforms.

Enforce Limit

Controls whether or not Houdini observes the Memory Limit.

Clear cache

Empties the cache immediately.

Tip

To turn off caching on all objects without setting their individual Cache data options, set the memory limit to 0 and click Clear cache.

Tip

You can use the objcache command to manage the OBJ cache through HScript.

Particles

Skip Particle Info Generation (Faster)

Bypasses the generation of info in the pop tiles' info pop-up (click tile with MMB). This speeds up the particle simulation, at the expense of generating more informative feedback.

Motion and Audio

Maximum Time Slice Size (Frames)

This option allows you to limit the size of a Time Slice, expressed in frames. The default maximum is 60 frames. This is useful if you only need a few frames of history, and the Playbar is jumping ahead by large intervals. If a Time Slice is larger than this maximum size, it will be clipped from the current frame backwards (causing a gap between this slice and the previous one). The slice will always end on the current frame.

Enable Time Slice Flag when Creating CHOP

Sets the default behavior for when you place a CHOP in the Layout Area.

All chops with Time Slice capability created while this option is on will have their Time Slice flags enabled by default. Otherwise, all chops are created with the Time Slice flag turned off. This is a convenient option to leave on when creating and working with large Time Sliced networks. This option is off by default.

Minimal Time Slice Cooks

Some Time Sliced chops can minimize their cooking, rather than cooking every frame. When cooking is unnecessary, or it produces the same output, these chops will stop cooking until an input changes.

chops that have this feature are:

  • Copy chop

  • Count chop

  • Envelope chop

  • Lag chop

  • Spring chop

  • Trigger chop

Minimal Cooking will not apply to these Time Sliced chops if they have non-constant chop inputs or time dependent chop inputs. This option is off by default. It can speed up puppeteering and chop networks that respond to isolated inputs or events.

Compositing

Cache

Interactive Cache Size

The size of the tile cache, in MB. If you use the compositor constantly, you should set this to a fairly large value (half the available memory for systems with more than 256Mb). This only applies to interactive applications.

Non-interactive Cache Size

The size of the tile cache, in MB, that is used when the compositor is not being used interactively (hbatch, hython).

Reduce Cache Size when Idle

In interactive applications like Houdini, when the compositor goes idle for a short time (5 minutes) it begins slowly pruning the cache down to this size. This can free up memory for use in the rest of the application.

Clear Cache

Clears all the compositing caches.

Cooking

Multi-threaded Cooking

If enabled, multi-threaded cooking is enabled. Otherwise, only 1 thread is used to cook images (the main Houdini process).

Threads

Specifies the number of threads to use when cooking. If set to 1, only the main Houdini thread cooks images (as if Multi-threaded cooking was off). To saturate a multiprocessing computer, use twice as many cooking threads as processors.

Use GPU to Assist Compositing

Allows certain COPs to be accelerated using OpenGL. Changing this preference requires a restart of Houdini. The following is a list of available accelerated operations. Operations that are greatly accelerated are marked with a *.

  • 2D transforms, including motion blur*

  • Fog (noisy fog*)

  • Z-composite

  • Lighting (all, volumetric*)

  • Environment map

  • all basic color corrections (bright, gamma, color curve, HSV, hue curve*, color correct, etc)

  • Expand*

  • Convolve*

  • Deform*

  • Corner Pin & Unpin

  • Noise (perlin, imp. perlin, sparse*, alligator*; no random)

Use Collapsible Pixel Operators

If enabled, collapsible pixel operators in series (blue COPs) will be combined into one operation. If off, they are all processed individually.

Tile Size

The size of the tiles. The image is divided into these tiles and processed in chunks. If you are always working at a specific resolution, you may want to specify a tile size that exactly divides the horizontal and vertical resolution. Changing this value will flush all the caches. A tile must have at least 1024 pixels in it.

Resolution Limit

Allows you to specify the max. size an image in the compositor is allowed to be.

Interactive

Cook Displayed Operators on Startup or Load

If this option is turned on, COPs that are displayed cook initially when the hip file is loaded. If this option is turned off, they will not cook and the viewport will remain black.

Use Fast Interactive Cooking

If enabled, the resolution of images is automatically down-scaled to a smaller resolution while an interactive edit is in progress (dragging a handle, sliding a slider or XCF slider). This gives much quicker feedback at the expense of quality. If off, the image will be cooked at normal resolution.

Only Use Fast Cooking On Slow Operations

If enabled, fast operations (like Bright, Gamma and Timing COPs) do not cause the interactive down-scaling of images. If off, all operations down-scale the image during user interaction.

Use Fast Cooking on Images Larger Than

Sets a lower resolution limit on the images that will be down-scaled during user interaction. Images smaller than this limit will not be down-scaled. In the case that the image doesn’t match the aspect ratio of this preference, the number of pixels in the images is compared and used as the limit.

Interactive Rendering Fraction

Specifies the down-scale factor. Smaller factors give much faster updates during interaction at the expense of image quality.

Cooking Feedback

Allows you to set the type of feedback which you receive while a single image is cooking:

None

Nothing updates until the image is finished cooking.

Progress Bar

A progress bar at the top of the image viewer updates periodically while cooking the image.

Image Update

The viewport containing the image being cooked updates periodically, showing the actual progress of the cook. This has a fairly minimal performance hit.

Selectors

Never Prompt for Optional Inputs

If enabled, once the minimum number of sources are connected, input selection is considered to be complete. If an Always Place option is specified, the COP will be immediately placed in its selected Viewport.

Never Prompt for a Generator’s Input(s)

If enabled, inputs for generators are never prompted.

Always Place the New COP in the Current Viewport

If enabled, once selection of all inputs is complete the COP will be placed in the current viewport without prompting for the destination viewport.

Always Place New Generators in a New Viewport

If enabled, generators will be added to a new viewport, if available (otherwise the current Viewport is used). If off, you will be prompted for a destination viewport.

Names

This page allows you to customize the names of common plane types. The default names are the first letter of the English plane name, capitalized. These are the names that are used in the scope fields, plane lists, VEX scripts and output Houdini .pic files.

Colors

COPs can be colored by family type. Any new COP in that family will have its tile colored to the family color for easy identification.

Enable COP Auto Coloring

Enables or disables this feature for all COP types. You can also individually disable family types that are not important to you.

Generators

The color for all generators. Because generators can take an input and generate planes 'inline' (in the middle of a network), this helps you spot where in the network planes may be created or masked.

Pixel Functions

The color for all Collapsible pixel operations. Because collapsible pixel operations only work when grouped together in a chain, this helps you optimize your network for these types of operations.

Timing

The color for all timing-related operations and non-image related operations (like merge and delete). These operations normally do not cook images or use any cache memory. This helps you track down timing changes in a large network.

VEX

The color for all VEX-based operations. VEX COPs have the special characteristic that all plane names matching the VEX script’s parameter names override those parameters on a per-pixel basis, so it is important to recognize these COPs.

Cineon

This page defines the default values for all Cineon parameters in all new File COPs and Compositor output drivers. It also defines the cineon parameters that are used when a Cineon file is loaded or saved outside these two contexts (like from the Save Image… COP tile menu). Cineon files have an extension of .cin.

Convert from 10 bit Log

If enabled, the Cineon file is converted into linear space. Otherwise it remains in its 10 bit log space (with values from 0 - 1024).

LUT File

The LookUp Table file containing the 10bit cineon conversion (.lut). This file may be created manually or with the standalone icineon or ilut tools.

Black Point

The Cineon value (0-1023) that maps to black when converted to linear colorspace. This and the White Point and Film Gamma is used when loading Cineon files (.cin). This only has an effect if the LUT File field is empty, otherwise the LUT is used for the conversion instead.

White Point

The Cineon white point, which defines the Cineon value (0-1023) which represents 90% image intensity. This parameter is not used if a LUT file is specified.

Film Gamma

The Cineon film gamma, which defines the gamma to use in the conversion from Cineon space to linear image space (the space which the compositor operates in). This parameter is not used if a LUT file is specified.

Scripting

Expression Language

hscript

Changes the default expression of new nodes to hscript.

python

Changes the default expression of new nodes to python.

Parameter Fields

Entry boxes for parameters, such as those in the parameter editor.

Syntax Highlighting

Turns on text colors to help you differentiate between syntax.

Parenthesis and Quote Matching

Highlights the matching parenthesis or quote when your cursor moves over it. This lets you know if things are properly matched up as well as where complicated expressions begin and end.

Context Sensitive Popup Help

Shows the possible completion names when you start typing a valid function name or operator path. It also provides help as to the parameters of that function.

Edit Strings and Expressions using External Editor

Using Edit String and Edit Expressions commands from the Parameter contextual menu or doing Alt+E with the mouse over a parameter field will directly open the external text editor configured with the EDITOR environment variable. It will block Houdini until the application exists.

Text Editors

Multiline text editors, such as those located in Edit Comments.

Syntax Highlighting

Turns on text colors to help you differentiate between syntax.

Parenthesis and Quote Matching

Highlights the matching parenthesis or quote when your cursor moves over it. This lets you know if things are properly matched up as well as where complicated expressions begin and end.

Editor Toolbar

Shows the top toolbar in the text editors.

Textport

The textport.

Syntax Highlighting

Turns on text colors to help you differentiate between syntax.

Parenthesis and Quote Matching

Highlights the matching parenthesis or quote when your cursor moves over it. This lets you know if things are properly matched up as well as where complicated expressions begin and end.

Context Sensitive Popup Help

Shows the possible completion names when you start typing a valid function name or operator path. It also provides help as to the parameters of that function.

Desktops and Toolbars

Save Desktops Automatically

Changes to Panes within Desktops are saved automatically.

Show Hidden Files

Shows files that are marked as hidden (whose filename starts with a period).

Show All Files

Shows all files, regardless of what type they are.

Path Menu Behavior

Allows you to define the path menu behavior when you open the Desktop Manager window and use the drop-down menus to switch the Location of a desktop, instead of being prompted each time (default behavior).

Save and Load Options

Save Method

Overwrite File

Will overwrite the existing file you opened with the present state of the hip file.

Increment Filename

If enabled, and the name of your file contains a number, then the number will be bumped up by one every time you save the file. This does not happen with Save As, only with Save (also see the -i option on the mwrite command in the Scripting section).

Make Numbered Backup

With this setting, the filename of the .hip file will remain the same, but backup files will be created which are incrementally numbered. The default backup directory is: ./backup and the backed up files will have a __bak{num}_ suffix.

Save View Commands For

This preference is helpful for reducing file bloat.

All Viewers

Save view commands for all existing viewers (whether currently open or not), as well as any stashed view commands for viewers which have not yet been created.

Existing Viewers

Save view commands for all existing viewers (whether currently open or not), skipping any stashed view commands for viewers which have not yet been created.

Open Viewers

Save view commands only for viewers that are currently open.

Auto Save Every Minutes

Specifies the interval for the auto save feature.

Auto Save Method

Overwrite File

Will overwrite the existing file you opened with the present state of the hip file.

Increment Filename

If enabled, and the name of your file contains a number, then the number will be bumped up by one every time the file saves.

Make Numbered Backup

With this setting, the filename of the .hip file will remain the same, but backup files will be created which are incrementally numbered. The default backup directory is: ./backup and the backed up files will have a auto{num} suffix.

Note

You must turn on the Auto Save checkbox in the Edit menu to enable auto saving. Auto-save is automatically disabled when Houdini starts up, because it can slow down Houdini and take up a lot of disk space if it is left on unintentionally. You must manually enable it for each session.

Warn About Deprecated Operators

If enabled, Houdini will open a warning dialog box with the list of nodes using operators that have been marked as deprecated. Toggle off if you prefer not to see such warnings.

Note

Operators that have been marked deprecated may be subject to removal from future versions of Houdini.

Hip File Options

Unit Length

The length in meters of one Houdini unit. This value is used by some unit-specific DOPs parameters.

Unit Mass

The mass in kilograms of one Houdini unit. This value is used by some unit-specific DOPs parameters.

Note

Unit time is always one second.

Notifications

Notification Area

Notifications, such as errors, warnings, prompts, and help tips can be displayed directly in the viewport or the status bar. Only messages related to the viewport will be shown in the viewport; cook messages and progress will be still be reported in the status bar.

Viewport

Notifications will appear at the bottom of the viewport.

Status Bar

Notifications will appear in the main status bar of Houdini.

Help Tip Area

Notifications that act purely as help tips and do not direct actions or reports warnings or errors can be treated differently than other notifications.

Viewport

Help tips will appear at the bottom of the viewport.

Status Bar

Help tips will appear in the main status bar of Houdini.

Suppress

Help tips will not be shown.

Echo Hotkey Commands

Commands executed by hotkeys will have their action displayed in the viewport or status bar.

Message Time Limit

Help tips, messages, and hotkeys will be shown for a short time if this option is enabled, otherwise they will be shown until the next message replaces it. The duration of the display can be specified as well.

Warning Dialogs

The options in this window allow you to toggle warnings on and off. By default all of the warning dialogs are turned on.

Performance Options

Percentage Thresholds

This setting controls the color values used to display relative cook times for node when using the performance monitor.

For more information on how to use the ramp, see Ramp parameters.

External Tools

File Compare

External GUI compare (diff) program.

Executable Path

The full path to the executable.

Command Line Arguments

This arguments used when launching the external compare (diff) program. The following variables can be used when constructing the command line:

$OLDPATH

(Required) Replaced with the path to the 'older' file, also considered the 'left' file.

$NEWPATH

(Required) Replaced with the path to the 'newer' file, also considered the 'right' file.

$OLDTITLE

Replaced with a title to use for the left side instead of the temp file name.

$NEWTITLE

A title to use for the right side instead of the temp file name.

Folder Compare

External GUI compare program that supports comparing folders. See File Compare for more detailed information.

Miscellaneous

Restrict Web Browser to Safe Commands

Restricts the HScript commands that can be run from the Houdini embedded web browser. Turning on this option can help prevent malicious scripts from running commands through Houdini.

Use External Help Server

Opens the Houdini help documentation in your system’s default web browser instead of Houdini’s built-in browser.

Reserve n MB for the Undo System

Specifies how much memory should be used for Houdini’s Undo system - the more memory you allocate, the more Houdini can Undo.

Delete Channels When Reverting to Defaults

Causes the Revert to Defaults operation to delete any channels on the parameters changed by this operation.

Revert Invisible Parameters to Defaults

Specifies whether or not invisible parameters should be affected by a Revert to Defaults operation.

Make Spare Parameters for Unknown Channels

If this option is turned on, spare parameters are created to hold the values of extra parameters that are not in your version of Houdini so that you can see what changed and possibly rescue the values, rather than discarding those parameters into the bitbucket. This is useful when your hip file is from an older version or if the otl defining the node is older. However, you can turn this option off if you do not want to clutter your nodes with obsolete parameters.

Spare/HDA Parameter Deletion

When you are in a Type Properties and you delete one of your parameters, there might be parameters inside the asset that point to that parameter.

The default is to Automatically Delete all References that are found. Automatically Delete only Simple Channel References does a more conservative job which could leave some references, but is less likely to destroy complicated expressions. Do Not Automatically Delete any References leaves dangling references, yet eliminates the possibility of expressions being affected.

HUD

Show the Heads Up Display

Master switch for enabling or disabling all HUDs. When turned on, HUDs are enabled and can be displayed in the viewport. When off, HUDs are disabled and hidden.

All Tool HUDs Share Visibility

Specifies whether the current viewer state’s HUD (if any) opens in the same state as the previous viewer state’s HUD. For instance, if the last viewer state’s HUD was closed in the minimized state, the current viewer state’s HUD will open in the minimized state as well.

Show Tool Info Panel

When turned on, shows the HUD Info.

Show User Panel

When turned on, shows the User HUD.

Show Stats Panel

When turned on, shows the Stat HUD.

Draw Shadow

When turned on, sets all HUD label and value elements with a text-shadow attribute.

Panel Size

Sets the panel size for all HUDs to a predefined size - Extra Small, Small, Medium, or Large.

Label Color

Sets the label color for all HUDs.

Value Color

Sets the value color for all HUDs.

Draw Background

When turned on, makes the background opaque for all HUDs. When turned off, makes the background transparent.

Background Color

If Draw Background is on, sets the background color for all HUDs.

Windows