Slide Modifier Paint surface node

Lets you paint the slide modifier and inflation modifier attributes onto geometry interactively.

See also: Deform Metaball, Paint

The slide modifier attribute is used by the Deform Muscle node to determine how much sliding is allowed for each point in the geometry. This SOP is used to increase or decrease the amount of sliding that occurs when deforming points in the geometry. The sliding attribute can take any value between 0 and 1. A value of 0 or less results in no sliding, while a value of 1 or more results in the maximum level of sliding. This node may also be used to paint an inflation modifier attribute on points in its input geometry. This attribute is used by the Deform Muscle node to determine how much a given point should inflate over underlying muscle geometry.

Using Paint Sliding Modifier

  1. Create and capture muscles in geometry.

    Make sure you create a Rest Anchor.

  2. Click the Paint Sliding Modifier tool on the Character tab.

  3. Select the faces and/or hulls you would like to brush and press Enter to confirm your selection.

  4. Hold and drag your cursor over the points you want to brush.

    The brush will paint in infra-red, where the red points have the highest values and the blue points have the lowest.

  5. On the Inflate tab of parameter editor for the deform muscle node, turn on the Enable Sliding checkbox.

Note

If you run into a problem, you can simply click the Force Recapture button on the parameter editor of the capture node.

Parameters

Operation

Attribute to Paint

The attribute to paint on the input surface. Surface Sliding Modifier

Painting modifies an attribute controlling how much points should slide over their underlying muscle geometry when transformed by the Deform Muscle SOP.

Surface Inflation Modifier

Painting modifiers an attribute controlling which points should inflate over their underlying muscle geometry in the Deform Muscle SOP. A value of 1 on a point indicates that the point should fully inflate over underlying muscles. A value of 0 indicates that no inflation should occur, while values in between 0 and 1 blend points between their uninflated and fully inflated positions. This can be used to control precisely which points in the input geometry are inflated by the Deform Muscle node.

Operation

The operation used by Apply To All.

Merge Mode

How the painted attribute value is to be applied to the surface.

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.

Apply & Clear Stencil

Applies the operation and clears the stencil. This is equivalent to right-clicking in the viewport.

Apply To All

Paints all of the selected geometry.

Reset All Changes

Restores geometry to initial state.

Visualize Attribute

Whether to do a false color visualization of the sliding attribute and what range to map to.

Visualize Mode

How to map the attribute value to a color.

Brush

Shape

The basic shape of the brush: circle, square, or bitmap.

Bitmap

What bitmap to use. The alpha channel becomes the brush.

Radius

The radius of the brush when painting in the 3d viewport.

UV Radius

The radius of the brush when painting in the 2d viewport.

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.

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.

Brush Angle

How far to rotate the brush.

Brush Squash

Amount to squash the brush in the y direction before rotation.

Opacity

The amount to affect the stencil mask.

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.

Brush Splatter

A random noise in the brush’s opacity based upon the position on the brush.

Paper Grain

A random noise on the object’s stencil mask based on the object position.

Soft Edge

Percentage of the brush to be rolled off.

Kernel Function

Which metaball kernel to use for the roll off.

Up Vector Type

How the brush should be oriented on the surface:

Stroke Direction

Oriented in the direction in which the brush moves.

Fixed

Oriented as specified in the Up Vector field.

Up Vector

The fixed up vector to orient brush to.

Usages in other examples

Example name Example for