Camera
object
You can view your scene through a camera, and render from its point of view.
Placing lights and cameras in the viewer
There are three ways you can place lights and cameras in the scene view. Objects can be moved once they are placed by either dragging them in the scene view or changing the values in the parameter editor.
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Place lights and cameras in a specific location in the scene view |
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Place lights and cameras at the origin |
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Place a light or camera by looking through it |
When looking through the camera there are handles on the sides of the scene view which allows you to orient and crop.
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Handles
Clicking
on lights and cameras in the scene view gives you more camera and light manipulator handle options. The two that are unique to lighting are the cone handle and the frustum handle. The two that are unique to cameras are the focus handle and the frustum handle.
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Cone handle |
Allows you to control the delta and cone angle. |
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Frustum handle |
Allows you to set the near and far clipping planes and the focal length. |
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Focus handle |
Allows you to control the depth map focus. |
Use the view keys to move a light or camera
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Look through a light or camera as described above. You can also choose a light or camera to look through once it is created by choosing it in the camera menu.
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Lock the light or camera to the view by clicking the
Lock camera/light to the view button, which is located on the toolbar on the right side of the view. You can also lock the light or camera to view by by turning on Tie Camera (or Light) to View in the camera menu. -
Use the tumble, track, and dolly keys to move the light or camera.
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Unlock the light or camera to place it.
Make a light or camera look at an object
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Create an object.
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Click Look At on the Modify shelf.
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Select the object to look at and press Enter .
You can also make a light or camera look at an object by setting it on the Lookat Options tab on the Transform tab of the parameter editor.
Parameters
Transform
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Keep Position When Parenting |
When the object is re-parented, maintain its current world position by changing the object’s transform parameters. |
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Pre-transform menu |
This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.
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Transform Order |
The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block. The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character. |
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Translate |
Translation along XYZ axes. |
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Rotation |
Degrees rotation about XYZ axes. |
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Pivot |
Local origin of the object. See also setting the pivot point . |
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Look At |
Object to point to. Constrains an object so its |
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Look At Up Vector |
When specifying a look at, it is possible to specify an up vector for the look at. This controls the roll of this object when looking at the look at object.
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Path Object |
A reference to the curve node or object you want this object to follow. |
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Roll |
The orientation of the object around the path. |
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Position |
The position of the object along the path. If the primitive number does not exist, then it is wrapped back to the beginning. So for numbers greater than Keyframe this value to animate the object moving along the path. Note
The Follow Path tool on the shelf automatically sets keyframes on this parameter that you may want to edit or replace. The Parameterization option controls how position values between 0 and 1 correspond to knots on the path curve. |
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Parameterization |
Controls how the Position parameter is translated into a point on the path curve. Use Arc-length (the default) to interpolate the position values evenly along the physical length of the curve. Use Uniform to distribute the position values between the knots of the curve. This lets you slow down the object at certain points by bunching up knots in the path curve. However, it is much more convenient to simply edit the animation curve to control the speed of the object along the path. |
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Orient Along Path |
Orient the object according to the path’s curvature. |
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Orient Up Vector |
The direction vector of the object’s Y axis to orient with. |
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Auto-Bank factor |
Controls automatic banking of the object as it turns corners. Set this to |
Render
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Display |
Whether or not this object is displayed. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object, or 1 to show the object. If the checkbox is off, Houdini ignores the value. |
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Set Wireframe Color |
Use the specified wireframe color |
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Wireframe Color |
The display color of the object |
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Viewport Selecting Enabled |
Object is capable of being picked in viewport. |
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Select Script |
Script to run when the object is picked in the viewport. See select scripts . |
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Cache Object Transform |
Caches object transforms once Houdini calculates them. 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 turned on by default for Sticky and Bone objects. See OBJ cache preferences for how to control the size of the object transform cache. |
View
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Icon Scale |
Scales the viewport geometry. This parameter is only for display purposes. |
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Resolution |
The output resolution in pixels. Standard presets are available via the pull down menu to the right of the parameter. |
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Pixel Aspect Ratio |
Pixel aspect ratio (width/height) of the intended display device. |
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Projection |
Type of camera projection used for rendering.
Note
Selecting Polar or Cylindrical will automatically switch the Rendering Engine (on the output driver) to Ray Tracing, as it is impossible to render a polar or cylindrical projection with micropolygon rendering. |
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Focal Length |
Camera focal length (zoom). |
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Focal Units |
The units used for the focal length. |
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Aperture |
Width of the visible field.
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Ortho Width |
Width of orthographic view volume when using Projection is set to Orthographic. |
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Near Clipping |
Position of near clipping plane. |
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Far Clipping |
Position of far clipping plane. |
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Screen Window X/Y |
Define the center of the window during the rendering process. |
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Screen Window Size |
Scale for expanding the cropped area specified by the Crop parameters. |
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Left/Right/Bottom/Top Crop |
Defines the cropping area in terms of the camera’s viewing area margins. |
Sampling
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Shutter Time |
The portion of the frame interval that the camera shutter is open. Used to determine motion blur. [0,1] |
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Focus Distance |
The lens focal distance and distance from the camera at which objects will be in focus. This is only used when rendering using depth of field. Objects outside this distance will be blurred. |
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F-Stop |
Lens fstop. This is only used when rendering using depth of field. Determines blurriness of depth of field effects. |
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Bokeh |
Filter kernel used in depth of field rendering.
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Usages in other examples
| Example name | Example for | |
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| Fire Pit example |
Material shader |
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| Down Hill Lava Flow |
Material shader |
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| BubblyFont |
Font surface node |
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| CurveTexturing |
Attrib Create surface node |
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| BasicRest |
Rest Position surface node |
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| FurBallWorkflow |
Fur surface node |
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| DeleteDemo |
Delete surface node |
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| PScale |
Particle surface node |
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| RayWrap |
Ray surface node |
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| Lookat |
Lookat particle node |
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| InstanceBounce |
Instance particle node |
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| RampReference | ||
| Volume Rendering - From Primitives |
Mantra render node |
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| Volume Rendering - File Referenced Smoke |
Mantra render node |
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| Volume Rendering - Metaballs as Volume |
Mantra render node |
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| WorkflowExample |
Particle Fluid Solver dynamics node |
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| WorkflowExample |
Particle Fluid Object dynamics node |
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| BlendSolverWithRBDGlue |
RBD Glue Object dynamics node |