Paint
surface node
Lets you paint color or other attributes on geometry.
See also: , UV Brush
-
In the viewer, choose the Paint SOP, select the surface you want to paint on and press
to finish the selection. Then you can move the brush over the surface and press the mouse buttons to paint. -
You have two colors: the foreground (FG,
) and background (BG,
). -
Use the controls on the operation controls toolbar to set the foreground color (FG), background color (BG), radius, and opacity.
-
Press
to show a menu of tool options. You can assign different operations to
and
(see the Operation parameter). -
See the brush tools help for more information.
To paint an arbitrary attribute instead of color, turn on Override color and set the attribute name.
To see the surface colors without lighting affecting the colors, do the following:
-
Create a VEX Constant shader and assign it to the object.
-
In the parameter editor for the shader, click the
Gear menu and choose Edit Rendering Parameters. -
In the For Rendering tab, open
SHOP Options > OGLand drag the “Use Lighting” property over to the Existing Parameters side to add it to the shader’s interface. -
Click Accept.
-
In the shader’s parameter editor, turn off Use Lighting.
Parameters
Operation
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Operation |
The operation used by Apply To All.
Note
This parameter only affects the flood fill options. To change the current paint mode,
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Merge Mode |
How the color is to be applied to the surface.
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Accumulate To Stencil |
See about accumulate to stencil . By default, the operation is applied and the stencil cleared after every brush stroke. When this option is on, Houdini does not apply the stencil until you click Apply and Clear Stencil. |
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Apply & Clear Stencil |
Applies the operation and clears the stencil. This is equivalent to right-clicking in the viewport. |
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Foreground/Background |
Colors to apply unless bitmap stamping is enabled. If Accumulate To Stencil is on, the left mouse does foreground and the middle mouse erases. |
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Stamp Bitmap Instead Of FG/BG Color |
If set, the color channels of the bitmap are used directly rather than the brush color. |
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Apply To All |
Paints all of the selected geometry. |
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Reset All Changes |
Restores geometry to initial state. |
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Create Missing Color And Alpha Attributes |
Adds the |
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Accumulate Alpha |
When set gives a paint-on-glass effect. The painting on the surface will increase the alpha, so painted areas become visible. Note this has no effect on areas with alpha of one. Alpha values are accumulated, so you probably want to reset the |
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Override Color |
If enabled, lets you paint values of the specified attribute instead of the default Only |
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Override Alpha |
If Accumulate alpha is on, this node will use the You could instead use Override color set to |
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Visualize Attribute |
Whether to do a false color visualization of the overridden attribute and what range to map to. See also visualizing attributes. |
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Visualize Mode |
How to map the attribute value to a color. |
The Paint SOP uses the Cd attribute to store color data. The Override Color parameter lets you specify a different attribute to use for the color data. Similarly, if Accumulate Alpha is enabled, the Paint SOP will use the Alpha attribute to accumulate alpha data. The Override Alpha parameter lets you specify a different attribute to use for the alpha data. Alpha values are accumulated so you often wish to initialize the Alpha value to 0.
If the geometry contains attributes named Cd and Alpha, they will be used when rendering in the viewport. Overriding the names in the Paint SOP let you manipulate a different set of attributes but the viewport will only recognize Cd and Alpha as having special meaning.
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Shape |
The basic shape of the brush: circle, square, or bitmap. |
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Bitmap |
What bitmap to use. The alpha channel becomes the brush. |
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Radius |
The radius of the brush when painting in the 3d viewport. |
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UV Radius |
The radius of the brush when painting in the 2d viewport. |
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Radius Pressure |
This controls how much effect the pressure of a stylus will have on the radius. A value of 1 means the radius will go from 0 to the amount in Radius. A value of 0 will mean the radius will always be constant, regardless of pressure. A value of 0.5 will mean the radius will be scaled between one half of Radius and Radius. |
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Depth |
If set, this limits how far the brush will paint along its axis. This can be used if connectivity is disabled to limit the effect of the brush. The first parameter is how deep below the surface the brush should penetrate. The second is how high above the surface it should stop. These values can be negative. |
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Brush Angle |
How far to rotate the brush. |
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Brush Squash |
Amount to squash the brush in the y direction before rotation. |
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Opacity |
The amount to affect the stencil mask. |
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Opacity Pressure |
This controls the how much effect the pressure of a stylus will have on the opacity. It obeys the same scaling as the Radius Pressure. |
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Brush Splatter |
A random noise in the brush’s opacity based upon the position on the brush. |
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Paper Grain |
A random noise on the object’s stencil mask based on the object position. |
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Soft Edge |
Percentage of the brush to be rolled off. |
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Kernel Function |
Which metaball kernel to use for the roll off. |
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Up Vector Type |
How the brush should be oriented on the surface:
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Up Vector |
The fixed up vector to orient brush to. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| AttribCopyTessel |
Attrib Copy surface node |
|
| HotSpot |
Smoke Object dynamics node |