Houdini 11 Reference Windows

Turn on the Apply Operation to all Split Views checkbox at the bottom of the window to control the display of all viewports, not just the active one.

Guides and Markers tab

Set display options for

Choose the type of geometry to apply the display options to.

Point Markers

Displays unselected geometry points in blue (unselected)/yellow (selected).

Point Numbers

Displays the index of each point in blue (unselected)/cyan (selected). Numbers start at 0.

Point Normals

If the point has a normal attribute, displays the point normal. A normal specifies the direction in which a point or surface faces. To change existing point normals, use the Point SOP.

Point UV’s (Texture Coordinates)

Displays the UV texture coordinates at each point. UV coordinates determine the placement of textures.

Point Positions (XYZ)

Displays the XYZ coordinates for each point. This option can clutter the display quickly on complex geometry. If you need it, you may want to only activate it for selected geometry (see the use of the All/Non-selected pop-up menu above).

Primitive Hulls

Displays the hulls of NURBS, Bezier surfaces, curves, and metaballs.

This option is useful when there are a large number of such objects that fill the screen. Displaying hulls and hiding the actual geometry reduces the visual clutter, and speeds up the display.

Primitive Numbers

Displays the number of each primitive in violet, starting at 0. Primitives include ellipses, metaballs, tubes, meshes, particle systems, NURBS, and polygons.

Primitive Breakpoints

Displays spline edit points. This helps you build very clean skinned surfaces by minimizing isoparms by lining up edit points on the cross-sections.

Primitive Normals

Displays the normal (in pink) for primitives that have normals (primitives such as spheres, cylinders, and metaballs do not have normals).

Profile curves

Displays selected profiles (that is, profiles that are themselves selected. Profiles on selected surfaces are not automatically shown).

It can be useful to turn off display of profiles after a boolean operation (for example, the Surfsect SOP) to avoid cluttering the display with profiles that appear to float in space after the trim.

Profile curve numbers

Displays the index of profile curves. The profile index is always prefixed by the primitive number of the profile’s parent surface, For example, 0.2 for the third profile of first primitive (since numbering starts at 0) in the geo detail.

Vertex Numbers

Displays the number of each vertex in violet (unselected)/pink (selected), starting at zero.

Vertex UV coords

Displays the UV texture coordinates for each vertex (if coordinates exist) in violet (unselected)/pink (selected). UV coordinates determine the placement of textures.

Vextex Grips

(Only applicable to the UV Editor.)

Filled UV backfaces

Back facing polygons in the viewport are drawn filled to distinguish them from front facing polygons.

Shading Mode

This is actually a pop-up menu that lets you choose a shading mode in which the given type of geometry will be drawn. For example, you can have normal geometry drawn smooth shaded and templated geometry drawn in wireframe.

Floating gnomon

Displays a small gnomon in the bottom left corner of the view, showing the current orientation of the world axes.

Origin gnomon

Displays a gnomon at the world-space origin (0,0,0). (See also how to display an object’s origin/pivot.)

Particle gnomon (Particle Axes / Center of Mass)

Displays gnomons at the origins of particle systems. If the particle system’s Display Particle Axes option is on, and the particles have a center of mass attribute (com), this will show the center of mass.

Object names/paths

Displays object names or object paths.

Video safe areas

Overlays rectangles showing the video “safe area” for picture and titles (the area in which the picture and titles (text) will be visible and undistorted on most TVs).

Field Guide

Displays a “field guide”, a traditional cell-animation tool that overlays a grid to help align elements by eye and provide points of reference between frames.

Camera mask

Controls the display of the view mask and overlay specified by the camera.

XZ, XY, and YZ Reference Planes

Displays a 20 unit by 20 unit grid on the XZ, XY, or YZ plane, centered at the origin.

Node guides

Controls the display of node guide geometry.

Node handles

Controls the display of node handles.

Follow Section mask

Controls whether the viewport automatically turns on certain display options based on the component selection type. For instance, point markers will be automatically turned on when picking points.

IK Critical zone

Controls the display of the IK critical zone guide geometry for bones.

Displayed nodes

Displays objects and geometry in the current object.

Current geometry

Displays the selected SOP in the current object when different from the display SOP.

Template Geometry

Displays templated geometry.

Selectable templates

Displays nodes with the selectable template flag enabled.

Attributes tab

Auto Detect Attribute Type

Automatically detects the attribute type in a UV texture editor viewport using the current Display SOP.

UV Viewport Attribute Type

When Auto Detect Attribute Type is off, you can manually specify the attribute type for a UV texture editor viewport using these controls.

Scale Normal

Increases or decreases the length of displayed normals. This is useful to increase the size of normals when you are zoomed out to view a large object, or decrease the size of normals when you are zoomed in on a small object.

Thick Selected Normals

Draws normals thicker on selected objects.

Scale UV Grip

Increases or decreases the size of UV grips in a UV texture editor viewport.

Thick Selected UV Grips

Draws UV grips thicker on selected objects in a UV texture editor viewport.

Override Color Attribute

Allows you to use an attribute other than Cd as your color. For example, if you set it to temperature, you will get a false color map of your temperature attribute.

Viewport tab

Name

Name of the viewport.

Type

Orthographic or Perspective.

Show Name

Displays the viewport’s name in its top left corner.

Show Camera Name

Displays the name of the camera if the viewport is looking through a camera .

Show State Name

Displays the name of the current tool (if any) in the viewport’s top right corner.

Level of Detail

Increases or decreases the display resolution of Metaballs, NURBS, and Bezier surfaces.

Aspect Ratio

Sets the ratio of width divided by height.

View Mask Opacity

When looking through a camera, there is a mask applied to the areas that aren’t going to be rendered. This option controls the opacity of that mask.

For example, a very low value would display a transparent mask; a medium value would display a gray mask; and a high value would display a black mask.

Stereo Display Mode

Allows you to choose the display mode of stereo images in MPlay. You can choose between Anaglyph, Horizontal Interlace, or Horizontal Interlace (Reverse).

Note

You can use passive polarization glasses to view the images in horizontal interlace mode.

Gamma

Applies gamma correction to the beauty pass of the viewport, which contains only user-generated geometry. Guides, handles and other visual aids are not affected.

LUT

Applies a LookUp Table (LUT) to the beauty pass, after gamma is applied.

Apply to Background Image

The gamma correction and LUT are applied to the background image in addition to the beauty pass.

Effects tab

Note

Some controls may be disabled if the detected graphics hardware does

Scene Antialiasing

Enables high-quality display of the viewport by smoothing jagged edges of lines and polygons. Increasing this setting will proportionately increase the amount of framebuffer memory used. 4x and 8x modes should only be used if the graphics memory installed on the graphics card is 1GiB or higher.

Smooth Lines

Removes jagged edges of lines from wireframe models and guides with a smaller performance hit than using Scene Antialiasing. See also, the Draw Lines Smoothly option in the General User Interface section of the Main Preferences window.

HDR Rendering

Enables High Dynamic Range (HDR) rendering which produces higher quality results for volumes and transparency. It can also be used in

superwhite values. If enabled, HDR images are render to flipbooks. Enabling this option doubles the framebuffer size.

Display Textures

Displays textures on geometry. Turning this option off will increase display speed.

Note

The quality and caching of viewport textures can be controlled with the Texture Optimization options.

Multi Texturing

Displays all layers of multi-layered textures. Turning this option off will increase display speed when multiple texture layers are present, but only the first layer will be displayed.

Projected Textures

When this option is on spotlights render their projected maps in the viewport.

If the Light object has the Projector Map parameter set in its Light/Spot Light Options tab, the map will be used when this option is enabled.

Like Transparency, this is a multi-pass solution with one drawing pass per spotlight in the scene.

This option will not light transparent objects or volumes with the projected texture; they will render as if this option is off.

Mipmap Textures

Increase the quality of displayed textures by producing a mipmap for enhanced filtering. Without mipmapping, textured objects will sparkle when viewed at a smaller scale. Enabling this option will cause textures to use 50% more graphics memory.

Anisotropic Filtering

Specifies the level of anisotropic texture filtering to use. Higher values increase the quality of textured objects when a surface is nearly parallel to the view direction. This has the effect of sharpening textured objects in this case. The level represents the maximum number of texture samples to filter, and will slightly slow performance as it is increased.

Volume Quality
Very Low

An axis-aligned volume is drawn, with volume slices parallel to one of the volume box’s faces. This is the fastest option but produces a visual pop as the volume is rotated in the view. Overlapping volumes will produce visual artifacts.

Low

A view-aligned volume is drawn, with volume slices drawn parallel to the viewport. This produces a higher quality visualization of the volume. Overlapping volumes will render correctly. The slices are widely spaced apart. This is the fastest of the view-aligned options, and is useful for working interactively with dozens of volumes.

Normal

A view-aligned volume is drawn, with volume slices packed more densely together. More slices are drawn so the overall render is slower than 'Low'. This option strikes a good balance between quality and performance.

High

A view-aligned volume is drawn with slices drawn very densely. This is the slowest but best quality rendering of volumes.

Tip

Enabling HDR Rendering will remove any banding artifacts from volumes.

Material Shaders

Use per-pixel shading instead of per-vertex shading, enable OGL shaders and enables the use of almost all the Lighting and Transparency effects. A default GLSL shader is used on all geometry that does not have an OGL shader explicitly assigned as a Material. The default shader supports diffuse, specular, bump, normal and reflection maps (found in the SHOP/OGL rendering parameters in Edit Rendering Parameters for the SHOP). Enabling this option incurs a slight performance penalty which may be significant on lower-end graphics hardware.

Transparency

Draw objects with per-pixel alpha, texture maps with alpha or material transparency using alpha blending (via an over operation). When off, pixels with non-zero alpha are drawn and zero alpha pixels are discarded. The quality of the transparency can also be selected, with the higher quality options impacting performance.

Low

Transparent objects are only sorted by object order. Overlapping surfaces within an object may be rendered incorrectly, unless objects are sorted manually in the scene hierarchy list or a Sort SOP is used at the end of the object’s geometry chain.

Medium

Transparent objects are sorted per-pixel, producing a more realistic display of complex transparent objects.

High

Transparent objects are sorted per-pixel and are shadowed, if shadows are enabled. More render passes are used to resolve transparent layering issues, if they are needed.

Note

Medium and High transparency modes require Material Shaders.

Fill Selections

When this option is on, selected components are drawn filled with the selection color when in Smooth Wire Shaded display mode. You can turn this option off to see an object’s shading clearly when components are selected.

Specular Highlights

Displays specular highlights on geometry in Smooth Shaded modes. Light objects can individually disable specular lighting, and both options must be on in order to see specular highlights.

High Quality Light Shading

Area and environment lights are rendered with more accurate representations. Spotlight falloff and ramp-based attenuation are also incorporated into the shading. This mode attempts to closely match the results seen in mantra at the expense of performance.

Note

This may disable Scene Antialiasing if the graphics hardware does not support certain OpenGL features.

Note

This shading does not apply to transparent objects if Transparency is enabled. Normal shading is used instead.

Note

This feature requires Material Shaders.

Light Sampling

The number of samples to use when rendering area and environment lights in High Quality Light Shading mode. It is ignored when this mode is not active. Higher numbers produce more accurate results, at a slight performance hit.

Ambient Occlusion

Enable Screen-space Ambient Occlusion, which shadows objects based on the amount of ambient light that could reach a surface. Areas in corners and sunken areas will receive shadowing. The numeric value increases the quality and range of effect of the occlusion. Enabling this option will slow performance somewhat. High Quality Light Shading and Material Shaders are required for occlusion to work.

Note

The HIP file’s Unit Length parameter affects how far away the shadowing effect extended.

Shadows

Enables light shadowing from those lights which have their Shadow Type parameter set to a shadowing method. This option decreases performance and increases graphics memory use but greatly improves the quality of the viewport display.

Tip

The light’s shadow map(s) are re-calculated when its position, orientation or projection changes. You may want to disable shadows while editing a light to improve interactivity.

Sensitivity

These values correct for shadow mapping artifacts, which look like moire patterns or 'shadow acne' on surfaces. In general, to fix self-shadowing artifacts on surfaces that are oriented more edge-on to the light, change the first value. Change the second value for artifacts appearing on surfaces perpendicular to the direction to the light.

Quality

Increasing the shadow quality will improve the shadow’s visualization, especially for area and environment lights, with a corresponding performance decrease.

Point

All lights are shadowed as if they were point lights, producing hard shadow edges. This is the lowest quality setting.

Antialiased Point

Improve the shadow edges by softening jagged edges caused by light map aliasing.

Area

Area lights use many shadow maps to produce a soft shadow effect. Environment lights perform more sampling. This has no effect on other light types (point will be used in these cases). Moving an area light with this option on will result in slower interactivity.

Antialiased Area

Soften the jagged edges of shadows, which improves the soft shadow look.

Smoothed Area

Selectively blur the resulting area shadow to maintain hard edges, but smooth the soft areas. This requires another pass per light and decreases performance.

Light Map Size

Controls the resolution of the shadow maps, based on the individual light object’s settings, or using a global setting for all lights. Increasing the shadow map size will reduce the jaggedness of shadow edges and improve fine shadow detail. Larger maps may affect performance and will use more graphics memory.

Override Light Map Size

Ignore the light object’s shadow map size and use the one specified. All Light maps are square.

Use Light Map Size up to

Use the light object’s shadow map size, but clamp it to the maximum resolution specified. If an object’s shadow map size is not square, then the width is used for both the width and height of the viewport shadow map.

Grid tab

Ortho Viewport

This tab controls the display of the grid in orthographic viewports.

Note

To show a grid in a perspective viewport, use the XZ, XY, and YZ Reference Plane buttons on the Guides and Markers tab.

Display Ortho Grid

Shows a grid in the orthographic viewport.

Grid Offset

The distance in X, Y, and Z between the grid origin and the world-space origin. Click one of the boxes between the textboxes to link the values.

Grid Spacing

The horizontal and vertical distance between grid lines. Click the box between the textboxes to link the values.

Grid Ruler

Draws every nth grid line thicker. Set this to 0 to not draw thicker lines. Click the box between the textboxes to link the values.

Texture Viewport

This tab controls the display of the grid in the UV texture editor viewport.

Display Reference Grid

Turning on this option displays a grid for references which divides the uv space with the spacing specified in Reference Grid Spacing.

Reference Grid Spacing

Allows you to specify the spacing of the reference grid.

Display Grid Over Image

Displays a pixel-based grid over the texture image. Use the Grid Pixel Spacing and Grid Pixel Offset options to position and scale the image grid.

Clamp Grid to Image

Prevents display of the grid outside the image boundaries.

Grid Pixel Spacing/Grid Pixel Offset

When Display Grid Over Image is on, these options control the placement and size of the grid in pixels. You can use fractional values, for example 0.5 to snap to the center of pixels. Click the boxes between textboxes to link the values.

Display Tile Boundaries

Displays a grid representing the UV boundary around the UV 0-1 tiling of the image.

Background tab

Display Background Images

Displays a bitmap image as the background for viewports. This can be useful for tracing over a sketch or reference image (rotoscoping). For more on rotoscoping in Houdini see rotoscoping and the Roto parameters in the Camera object.

Color Scheme

Choose between a light gray or black background color.

Image Source tab

Note

If the viewport is looking through a camera, the COP is automatically taken from the COP parameters on the camera object's Roto tab.This means rotoscoping is relative to the current camera that you have selected. So, if you have shots from different physical cameras, you can assign those shots to corresponding virtual cameras.

You can override the camera’s COP using the options on this tab but the next time the scene cooks it will set the COP back to the camera’s rotoscope settings.

File/COP

Choose whether the image comes from a file on disk or the output of a compositing operator (COP).

File

Filename

(File) The path to the image file to use. Click the plus icon to choose the file.

Use Res

(File) Reduces the number of pixels loaded from the source file to quickly downsample the image. A value of 1 uses the full resolution of the source image. A value of 0.5 uses half the resolution of the source image.

COP

COP

The compositing operator to use as the image source. Click the plus icon to choose the operator from the network hierarchy.

Plane

These two pop-up menus let you choose which bitmap planes to use from the compositing operator, and whether to use the alpha channel, for the background image.

Quality

Controls the fidelity of the background image. Higher values give higher quality background images but use more memory.

3D Viewport tab

Texture Mapped

Attempts to use hardware texture mapping to speed up and improve the display of textures.

Apply Zoom to Background

When this option is on, zooming in increases the size of the background image as well. When this option is off, the background image stays the same size when you zoom.

This option has no effect when Automatically place image is on.

Automatically Place Image

When this option is on, Houdini automatically calculates the image offset and scale to fit the image inside the viewport. When this option is off, you can use the Image Offset and Image Scale controls to place and scale the image manually.

Image Offset/Image Scale

Manually control the placement and scale of the background image in the viewport. The Automatically Place Image checkbox must be off to use these options.

A scale value of 1 retains the original size of the source image. A scale value of 0.5 would reduce the source image by half.

Texture Viewport tab

This tab only affects UV texture editor viewports.

Minimum/Maximum UV

The smallest and largest UV values display horizontally (U) and vertically (V) in the viewport. Click the box between the textboxes to link the values.

Filtered

Oversamples the background image to create a smoother, blurry look when zoomed in instead of a blocky look.

Optimization tab

Texture tab

Limit Resolution (2D)

HDR Textures (2D)

Enables support for High Dynamic Range textures, which will produce better shading for textured surfaces when lighting is enabled.

Full HDR

All HDR formats are allowed - 32b and 16b. This uses the most graphics memory, as 32b HDR images use 4x the amount that an 8b image does. This may also negatively affect performance on older graphics hardware.

16b HDR only

Use only 16b floating point textures for HDR images. Any 32b HDR images will be downsampled. This provides a good balance between rendering quality, graphics memory use and performance.

8b SDR

All textures are downsampled to 8 bit (Standard Dynamic Range). Any superwhites are clamped to (0,1) (black,white). HDR textures may look washed out in this mode.

8b Compressed

All textures are compressed to ¼ or 1/8 their size by reducing color resolution. This option will reduce the memory used by textures substantially, though the color accuracy of textures will be greatly reduced.

Scale Textures

Reduces all 2D textures to a fraction of their original size. This can be used to quickly improve performance of a heavily textured scene if it is stuttering on redraw. This scale is applied before the Limit Resolution clamp.

Limit Resolution (3D)

Limit the resolution of 3D textures, which are commonly used to represent volumes. If disabled, volumes are clamped at the maximum OpenGL 3D texture size.

Warning

It is not recommended that this option be disabled, as larger 3D textures can use a huge amount of graphics memory (a 256^3 volume would use 64MiB of graphics memory for an 8b SDR volume). Accurate volume simulations can use far more memory than can be reasonably displayed. It is recommended that the limit be increased in most instances where more accurate display is required.

Use 2D Texture Settings

Use the 2D HDR Textures and Scale Textures settings for 3D textures, otherwise, they can be specified separately.

Note

8b Compressed is not supported for 3D textures, so 8b SDR will be used if the 2D setting is 8b Compressed.

HDR Textures (3D)

Enable High Dynamic Range color and opacity for volumes and other 3D textures. This can improve the quality of volumes at the expense of performance and graphics memory use.

Scale Textures (3D)

Downscales volumes to a smaller 3D texture, which can be useful for displaying extremely large volume simulations. This scale is applied before the Limit Resolution clamp.

Texture Cache Size

The maximum amount of memory to use for textures, both 2D and 3D. OpenGL always stores textures in main memory and may swap them to and from graphics memory, so this setting can affect the amount of memory available to Houdini. The maximum texture cache size is limited on 32b machines.

Viewport Cache Size

Displays the amount of texture cache currently in use. This is for display only and cannot be set. To flush the cache, use Render>Update Textures from the main menu.

Dynamically reduce texture scale when cache is full

When rendering the viewport, if the total size of all textures used is greater than the texture cache size, texture thrashing will result. This causes severe performance degradation as textures are continually reloaded and deleted on every redraw.

If this option is enabled, this situation is detected and on the next redraw, textures' resolutions will be automatically scaled to a size that will fit in the cache. This will cause a momentary performance hiccup instead of a continual performance problem.

Reduce 2D textures

If enabled, 2D texture participate in dynamic texture scale reduction. The field next to the option shows the current dynamic scale. If it matches the Scale Textures option, no dynamic scaling has occurred.

Reduce 3D textures

3D textures will be dynamically scaled if required during dynamic texture scale reduction.

Culling tab

Remove backfaces

When this option is on, Houdini does not draw primitives whose normals face away from the view (the back sides) to improve display speed.

For closed geometry back sides are not normally visible, but open surfaces often have visible back-facing faces which this option will prevent Houdini from drawing.

This option only applies to Gouraud shading mode .

Display Hulls Only

Displays hulls instead of the actual geometry of objects.

Visible Objects

A mask of the visible objects.

Display geometry of type

Only displays geometry of the type you select, and hides all others. Use this option to simplify the display of the scene and to help work on geometry of a certain type.

Cull by drawing... primitives out of every..

Skips drawing a certain percentage of primitives to speed display.

Homing automatically adjusts

You can specify which clip planes are adjusted when a home is done, none, either one or both. This allows you to explicitly set near or far clipping planes that are not automatically recomputed when homing.

Near/Far Clipping Planes

Define nearest to and farthest away from the view geometry is drawn. That is, geometry closer to the view than the Near clipping plane, and farther away than the far clipping plane, is not visible.

Due to GPU Z-buffering issues, the far/near ratio will never be more than one million. If a larger range is selected, the near clip plane will be moved out into the scene until a one million far/near ratio is acheived.

Wireframe tab

Wire Width

The thickness, in pixels, of wireframe lines.

Hidden Line Sensitivity

These two parameters allow you to work around a limitation of some OpenGL implementations that affects hidden line removal. On some OpenGLs, the lines intersect with the fill, causing the lines to appear broken. These options shift the lines in 3D to bring them in front of the fill. The left value is an offset by which the lines are shifted. The right value is an additional offset when the surface is oblique to the viewer.

Most people can leave these options at 2:2 and forget about them. However, on certain machines (SGI Indy, NT Oxygen) you may have to tweak the values to prevent broken lines in hidden line display. Try adjusting the values by small increments. The setting is also affected by how much the view is dollied in/out.

Use Z Buffer in Wireframe Modes

Controls whether the z buffer is used for wire frame drawing. If this option is turned on, you can see which wires are in front of others. The option exists primarily because this creates smooth line.

Shade Open Curves in Shaded Mode

Applies lighting to open curves to make them look more like hair.

Interactivity tab

Interactive Mode

Use a simpler shading mode when tracking, zooming, or tumbling to improve interactivity. Choose the shading mode from the pop-up menu.

Render Time

Only switch to the simpler shading mode if the time Houdini takes to draw the view exceeds this number of milliseconds. This lets you only use the simpler shading mode when view redraw is actually slow.

Particles tab

Display particles as

Choose lines (the length of the line indicates the velocity of the particle), points, or discs. Displaying particles as discs is useful for simulating clouds, since it uses correct transparency.

Draw Sprites

Draw particles that quality as sprites as sprites (choose a Sprite POP to specify the sprite). A particle must have one of the spriteshop, spriterot or spritescale attributes present to be considered a sprite.

Point Size

The size, in pixels, of particle points.

Disc Size

The size, in Houdini units, of the discs.

Orient Discs to N

Turning this on will orient discs to normals. If there are no normals, it will orient to velocity.

Maximum Sprite Texture Size

The maximum display size of a sprite texture.