HOM hou

Module containing all the sub-modules, classes, and functions to access Houdini.

Subtopics

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Assets

  • Represents the definition of a houdini digital asset (HDA).
  • User-defined Python module containing functions, classes, and constants that are stored with and accessed from a digital asset.
  • Stores miscellaneous options about a houdini digital asset (HDA).
  • Represents a “section” of data stored along with a digital asset.
  • Module containing functions related to Houdini Digital Assets.
  • Enumeration of digital asset license permission levels.

Channels

  • Class representing a CHOP node.
  • Evaluate a Bezier interpolation spline for an animated parameter using the left keyframe’s outgoing value, tangent, and acceleration and the right keyframe’s incoming value, tangent, and acceleration.
  • Evaluate an animation function for an animated parameter. The return value is always the left keyframe’s outgoing value.
  • Smooth curve between the left keyframe’s outgoing slope and the right’s incoming slope.
  • Repeats the motion between two frames, lining up the first repeated value with the left keyframe’s value.
  • Repeats the motion between two times, lining up the repeated values with the left keyframe’s value.
  • Interpolates between the left keyframe’s outgoing value and the right keyframe’s incoming value.
  • Interpolates between the left keyframe’s outgoing value and the right keyframe’s incoming value.
  • Interpolates between the values of two keyframes.
  • Interpolates between the left keyframe’s outgoing value and the right keyframe’s incoming value.
  • Interpolates between the values of two keyframes.
  • Interpolates between the values of two keyframes.
  • Linearly interpolates between the left keyframe’s outgoing value and the right keyframe’s incoming value.
  • Creates a smooth curve between the left keyframe’s incoming slope and the right keyframe’s outgoing slope.
  • Creates a straight line from the left keyframe’s incoming value, matching the left keyframe’s incoming slope.
  • Creates a straight line from the right keyframe’s outgoing value, matching the right keyframe’s outgoing slope.
  • Linearly interpolates between keyframes using quaternions.
  • Evaluate an interpolation function for an animated parameter that gives a smooth curve between the left keyframe’s outgoing value and the right keyframe’s incoming value, using the left’s outgoing slope and acceleration and the right’s incoming slope and acceleration.
  • Repeats the motion between two times.
  • Repeats the motion between two times.
  • Fits a spline through consecutive keyframe values.
  • Matches the incoming and outgoing values and slopes.
  • Matches the left keyframe’s incoming slope.
  • Matches the right keyframe’s outgoing slope.

Cooking

Dynamics

Exceptions

General

Geometry

  • Enumeration of attribute data types.
  • This class stores information about a Geometry attribute.
  • A Face is a kind of geometry primitive (Prim object) that contains a sequence of vertices (Vertex objects). How these vertices are used depends on the type of face; polygons, for example, use the vertices to define the edges of the polygon, while NURBS curves use them as control points.
  • A Geometry object contains the points and primitives that define a 3D geometric shape. For example, each SOP node in Houdini generates a single Geometry object.
  • Each Point object resides inside a Geometry object and stores a 3D position. Points may be shared between primitives (such as polygons), and the set of points and primitives describes a 3D shape.
  • A Polygon is a kind of Face whose vertices are connected via straight lines.
  • Each Prim resides inside a Geometry object and stores some sort of 3D geometric primitive, like a polygon, a NURBS curve, or a volume. Each primitive usually contains a set of Vertex objects, each of which references a Point object.
  • A Quadric is a kind of geometry primitive (Prim object) that represents a 3-dimensional surface defined by a quadratic polynomial equation (e.g. a sphere or tube).
  • Represents a surface node.
  • A Surface is a kind of geometry primitive (Prim object) that contains a two dimensional grid of vertices (Vertex objects). How these vertices are used depends on the type of surface: meshes, for example, use the vertices to define a quadrilateral mesh, while NURBS surfaces use them as control points.
  • Existing inside a Geometry object, a Vertex object is contained in exactly one Prim, and references exactly one Point.
  • A Volume is a kind geometry primitive (Prim object) storing a three dimensional array of voxels.
  • Enumeration of geometry attribute types.
  • Enumeration of geometry component types.

IO

  • Search the houdini path for the specified directory, returning a tuple of all the matches. The directory name specified should be relative to the houdini directory.
  • Search the houdini path for a specified directory, returning the first match found. The directory name specified should be relative to the houdini directory.
  • Search the houdini path for a specified file, returning the first match found. The filename specified should be relative to the houdini directory.
  • Search the houdini path for the specified file, returning a tuple of all the matches. The filename specified should be relative to the houdini directory.
  • Return the path to the Houdini directory in your $HOME directory.
  • Return the contents of the Houdini path as a tuple of strings.
  • Read a file, returning the contents in a string. Supports regular files, opdef: and oplib: paths, and http URLs.

Keyframes

Materials

Node Organization

  • Represents a network box.
  • A named set of nodes whose contents can be from different networks. A bundle’s contents may be fixed or may be determined from a pattern, and the contents may be filtered by node type.
  • Represents a node group.
  • Represents a sticky note.
  • Create a new node bundle with the specified name.
  • Given a node bundle name, return the corresponding NodeBundle object, or None if there is not one with that name.
  • Return a tuple containing all the node bundles in the current session.
  • Enumeration of available node type filters.
  • Return a tuple containing all the node bundles that are selected in the bundle list pane.

Node type categories

Nodes

  • The base class for all nodes in Houdini (objects, SOPs, COPs, etc.) An instance of this class corresponds to exactly one instance of a node in Houdini.
  • Represents a connection (wire) between two Nodes.
  • A NodeType specifies the information common to all instances of a type of node, such as the parameter set, algorithm, minimum number of inputs, etc. For example, the geometry object and subdivide SOP are node types. /obj/geo1 and /obj/geo2, on the other hand, are Nodes that are instances of the geometry object node type.
  • Represents a particle node.
  • This kind of NodeType contains extra attributes specific to SOP nodes.
  • A node-like square that appears inside subnets and corresponds to the node wired into the subnet.
  • Change the current node. Houdini has one current node, analogous to a current directory in a file system. If a relative path is given, it is relative to the node returned by hou.pwd().
  • Copy all given nodes to a new place in node hierarchy.
  • Move all given nodes to a new place in node hierarchy.
  • Given a path string, return a Node object. Return None if the path does not refer to a node.
  • Given a node type category object and a name, return the corresponding NodeType object. Return None if there is no such type with that name.
  • Enumeration of node type sources.
  • Enumeration of permission flag combinations.
  • If called from an evaluating parm, return the node containing the parm. Otherwise, return Houdini’s global current node. You can change this current node with hou.cd
  • Return the root node (i.e. /).
  • Return a list of all selected nodes.
  • Make the given node Houdini’s current node. This function is equivalent to hou.cd(node.path()).

Objects

Parameter templates

Parameters

  • A parameter in a node. Each parameter has a unique name within its node and exists inside a parameter tuple.
  • A tuple of one or more node parameters. Each parameter tuple has a unique name within its node.
  • The same as evalParm(). Provided for backward compatibility.
  • Evaluate a parameter that references a node, and return the absolute path to the node.
  • Evaluate a parameter, given either an absolute or a relative path to it. Relative path searches are done from the node returned by . This function is a shortcut for hou.parm(path).eval().
  • Evaluate a parameter, given either an absolute or a relative path to it. Relative path searches are done from the node returned by . This function is a shortcut for hou.parmTuple(path).eval().
  • Enumeration of available expression languages.
  • Enumeration of file types.
  • Return the value of a node’s local variable. Call this function from expressions inside node parameters.
  • Given a path string, return a Parm object. Return None if the path does not refer to a parameter.
  • Given a path string, return a ParmTuple object. Return None if the path does not refer to a parameter tuple.
  • Enumeration of available script languages.

Rendering

Scripting

Shelf

Timeline

UI

Utility

  • An axis-aligned 3D rectangular region.
  • A 3×3 matrix of floating point values.
  • A 4×4 matrix of floating point values.
  • A representation of a 3D rotation (or orientation). You can smoothly interpolate between two rotation values by interpolating between two quaternions.
  • A Ramp represents a function that yields either floating point values or colors. You can evaluate this function between 0.0 and 1.0, and the function’s shape is determined by a sequence of values at key positions between 0.0 and 1.0.
  • This kind of NodeType contains extra attributes specific to SHOP nodes.
  • A sequence of 2 floating point values, with associated mathematical operations.
  • A sequence of 3 floating point values, with associated mathematical operations.
  • A sequence of 4 floating point values, with associated mathematical operations.
  • Enumeration of color types.
  • Enumeration of ramp interpolation types.
  • Enumeration of ramp types.

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