Geometry container
object
Container for the geometry operators (SOPs) that define a modeled object.
The Geo object represents a high-level modeled object, such as a character or a prop. It contains geometry operators that define its shape.
RIB output
When generating subdivision surface meshes for RIB output, this node checks for an integer detail or integer primitive attribute named interpolateboundary. If the detail attribute exists, the node turns interpolateboundary flag on in the RIB stream for all subdivision meshes in the geometry. If any primitive has an integer value larger than 0 for the attribute, the sub-division mesh to which it belongs will have the flag on.
Parameters
Transform
|
Keep Position When Parenting |
When the object is re-parented, maintain its current world position by changing the object’s transform parameters. |
||||||||||||
|
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.
|
||||||||||||
|
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. |
||||||||||||
|
Translate |
Translation along XYZ axes. |
||||||||||||
|
Rotation |
Degrees rotation about XYZ axes. |
||||||||||||
|
Scale |
Non-uniform scaling about XYZ axes. |
||||||||||||
|
Pivot |
Local origin of the object. See also setting the pivot point . |
||||||||||||
|
Uniform Scale |
Scale the object uniformly along all three axes. |
||||||||||||
|
Look At |
Object to point to. Constrains an object so its |
||||||||||||
|
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.
|
||||||||||||
|
Path Object |
A reference to the curve node or object you want this object to follow. |
||||||||||||
|
Roll |
The orientation of the object around the path. |
||||||||||||
|
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. |
||||||||||||
|
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. |
||||||||||||
|
Orient Along Path |
Orient the object according to the path’s curvature. |
||||||||||||
|
Orient Up Vector |
The direction vector of the object’s Y axis to orient with. |
||||||||||||
|
Auto-Bank factor |
Controls automatic banking of the object as it turns corners. Set this to |
Material
|
Material |
Path to the Material node. |
Render
|
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. |
|
Phantom |
If enabled, this object will only cast shadows and reflections. |
|
Renderable |
Allows this object to be rendered in Output Drivers. |
Shading
|
Categories |
The categories defining the set membership of this object. |
|
Reflection Mask |
Space-separated list of objects to appear in reflections on this object. You can use wildcards (for example, You can also use the link editor pane to edit the relationships between objects using a graphical interface. |
|
Light Mask |
Space-separated list of names of lights that illumninate this object. You can use wildcards (for example, You can also use the link editor pane to edit the relationships between lights and objects using a graphical interface. |
Sampling
|
Geometry Velocity Blur |
If enabled, this object’s rendered motion blur will be based upon the vector attribute named “v” in the geometry. The units of the attribute are in (1 unit/sec). Velocity motion blur should be used if it contains changing point counts since it cannot be rendered correctly with deformation motion blur. For example, a particle system with changing particle counts should use this option. You can use Velocity blur on these types of objects as long as they have valid “v” attributes. Particles automatically have the “v” attribute so if you are rendering particles, simply enable this parameter. |
Dicing
|
Shading Quality |
Shading Quality is used by micropolygon rendering to control the shading resolution. A value of 1 means that approximately 1 micropolygon will be used per pixel. A higher value will generate smaller micropolygons meaning more shading and sampling will occur, but the quality will be higher. |
|
Ray Shading Quality |
Ray Shading Quality is used by raytracing when rendering. When raytracing subdivision surfaces or patch surfaces (eg. NURBS), geometry dicing will occur similar to micropolygon rendering. This value functions similar to Shading Quality for these primitives when raytracing. Note
Only when rendering subdivision surfaces and patch surfaces (eg. NURBS) will this setting have an effect. |
Geometry
|
Backface removal |
If enabled, geometry that are facing away from the camera are not rendered. |
|
Procedural Shader |
Geometry SHOP used by the renderer to generate render geometry for this object. |
|
Polygons As Subdivision |
If enabled, polygon geometry rendered from this object will be rendered as a subdivision surface. |
|
Render As Points |
By default, points within particle system primitives are rendered as sphere primitives. Furthermore, if a point is not part of a particle system primitive, then it is not rendered. If this parameter is enabled, then all points (regardless if they are part of a particle system) from this object’s geometry will be rendered as point (circle) primitives facing the camera plane. |
|
Metaballs as Volume |
If enabled, metaballs from this object will be rendered as volume primitives. |
|
Coving |
Coving is the process of filling cracks in diced geometry at render time, where different levels of dicing side-by-side create gaps at T-junctions. The default setting, Coving for displacement/sub-d, only does coving for surfaces with a displacement shader and subdivision surfaces, where the displacement of points can potentially create large cracks. This is sufficient for more rendering, however you may want to use Coving for all primitives if you are using a very low shading rate or see cracks in the alpha of the rendered image. Do not use Disable coving. It has no performance benefit, and may actually harm performance since Houdini has to render any geometry visible through the crack. This setting only applies to micropolygon rendering. |
|
Automatically Compute Normals |
If enabled, smooth normals will we computed at render time if the normal (“N”) vector attribute does not exist. |
Misc
|
Set Wireframe Color |
Use the specified wireframe color |
|
Wireframe Color |
The display color of the object |
|
Viewport Selecting Enabled |
Object is capable of being picked in viewport. |
|
Select Script |
Script to run when the object is picked in the viewport. See select scripts . |
|
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. |
|
Shade Open Curves In Viewport |
Any open curves contained in this object will be lit when the viewport is set to do so. |
Local variables
|
IPT |
This is typically -1. However, if the object is performing point instancing, then this variable will be set to the point number of the template geometry. For the IPT variable to be active, the Point Instancing parameter must be turned on in this object. Note
This variable is deprecated. Use the instancepoint expression function instead. |