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
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Create and capture muscles in geometry.
Make sure you create a Rest Anchor.
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Click the
Paint Sliding Modifier tool on the Character tab. -
Select the faces and/or hulls you would like to brush and press Enter to confirm your selection.
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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.
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On the Inflate tab of parameter editor for the deform muscle node, turn on the Enable Sliding checkbox.
If you run into a problem, you can simply click the Force Recapture button on the parameter editor of the capture node.
Parameters
Operation
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Attribute to Paint |
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Operation |
The operation used by Apply To All. |
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Merge Mode |
How the painted attribute value 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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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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Visualize Attribute |
Whether to do a false color visualization of the sliding attribute and what range to map to. |
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Visualize Mode |
How to map the attribute value to a color. |
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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 |
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