Sequence Blend surface node

Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…

All Parameters Example files

See also: Blend Shapes, TimeBlend

Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors, point normals, and texture coordinates between shapes.

The Sequence Blend does not blend attributes that are not checked on. This results in those attribute being switched over when the Blend Factor parameter switches over to the next input using the expression: floor(ch(“blend”))+1

For example, a blend value of 0.5 will blend the position of the first ( 0 ) and second input’s ( 1 ) point positions (if checked on) as well as any of the checked off attributes (Color, Normal, Texture uv’s) while all the other attributes are held to the first input’s contribution. When blend value equals 1 and remains less than 2, the unblended attributes switch over to the second input.

Parameters

Blend Factor

Controls blending between consecutive inputs.

Blend Position

Point positions are blended.

Blend Colors

Point and primitive colors and alphas are blended.

Blend Normals

Point normals are blended.

Blend Texture

Point texture coordinates are blended.

Example files

Birdy

$HFS/houdini/help/examples/nodes/sop/sblend/Birdy.cmd

Load | Launch

This network demonstrates a simple example of the Sequence Blend SOP.

The different pieces of geometry, all with the same point count and order, is creating. Each piece of geometry is fed into the Sequence Blend SOP in a specific order. Then the Blend Factor parameter is used to animate through the three input morphs using an expression.

BlendColor

$HFS/houdini/help/examples/nodes/sop/sblend/BlendColor.cmd

Load | Launch

This example shows how to blend colors using a Sequence Blend SOP.

The Sequence Blend SOP can blend a combination of shapes, colors, textures, and normals between two or more geometries in a sequential manner. This example shows only blending colors.

A single geometry is created and colors are added using two separate Point SOPs. A Sequence Blend SOP then blends between those two colors.

BlendNormal

$HFS/houdini/help/examples/nodes/sop/sblend/BlendNormal.cmd

Load | Launch

This example shows how to blend normal direction using a Sequence Blend SOP.

The Sequence Blend SOP can blend a combination of shapes, colors, textures, and normals between two or more geometries in a sequential manner.

A single geometry is created and normals are added to the points using two separate Point SOPs. A Sequence Blend SOP blends between the two inputs' point normals.

Turn on Display Point Normals in the viewport’s Display Options to see the normals

BlendPosition

$HFS/houdini/help/examples/nodes/sop/sblend/BlendPosition.cmd

Load | Launch

This example shows how to blend point position using a Sequence Blend SOP.

The Sequence Blend SOP can blend a combination of shapes, colors, textures, and normals between two or more geometries in a sequential manner.

Two geometries with the same number of points are created and a Sequence Blend SOP blends between the two inputs' point positions.

BlendTexture

$HFS/houdini/help/examples/nodes/sop/sblend/BlendTexture.cmd

Load | Launch

This example shows how to blend UV texture coordinates using a Sequence Blend SOP.

The Sequence Blend SOP can blend a combination of shapes, colors, textures, and normals between two or more geometries in a sequential manner.

Two geometries with the same number of points are created. The butterfly image is texture mapped to those geometries using a UV Texture SOP and a Shader SOP. A Sequence Blend SOP blends between the two inputs' UV texture positions.

Usages in other examples

Example name Example for

Comb surface node

Load | Launch

Creep surface node

Load | Launch