Houdini 12 Examples
Example forExample name
Load | Launch

.../examples/nodes/obj/hlight/RainbowGeometryLight.otl

This example highlights several features:

  • Geometry area lights

  • Attenuation ramp controls

  • Surface model specular layers

  • The example consists of a geometry light based on a wireframe of nurbs curves. The attenuation on the light uses colored keys, allowing for different light colors to be produced at different distances from the light. The ground plane shader uses a surface model with two specular components - one wide component and another narrower glossy component to give a multi-layered appearance.

    Add AttributeLoad | Launch

    .../examples/nodes/vop/addattrib/pscaleVOPSOP.otl

    I attached a file that shows various ways to create the pscale attribute. It uses three key nodes: 1) Property POP to add pscale 2) Point SOP to add pscale 3) a VOP SOP to add pscale (that is tricked out to also do random offsets)

    Add Point To GroupLoad | Launch

    .../examples/nodes/vop/addgroup/GroupPainted.otl

    This example demonstrates how to take a painted attribute and build a point group from that attribute using the Add Point to Group VOP and the Create Point Group VOP.

    Add Point To GroupLoad | Launch

    .../examples/nodes/vop/addgroup/VOPpointgroup.otl

    Example of building point Groups in a VOP SOP where every other point is added to a new group.

    Only point groups are supported in VOPs.

    The VOPs you need to learn are:

    Add Point To Group VOP, Create Point Group VOP, and Point In Group VOP

    For LoopLoad | Launch

    .../examples/nodes/vop/for/curveSegmentRotations.otl

    This is a method for applying rotations to curve segments. It utilizes the For Loop Vex Node to compute segments and apply rotations and position, according to point numbers.

    IfLoad | Launch

    .../examples/nodes/vop/if/ST_Colour.cmd

    This is a simple example of using the If-Then Block VOP with the “true” value coming from outside the If-Then subnet, and the “false” value also coming from outside the If-Then subnet.

    A Condition VOP is used based on the “t” Global Variable. When “t” is less then .5, the If-Then gets a “false” Condition, and when “t” is equal to or greater than .5, the If-Then gets a “true” Condition.

    In this example, the red color is used if the value fed into the condition is not True, and blue if the condition being fed in is True.

    IfLoad | Launch

    .../examples/nodes/vop/if/SimpleInsideSubnet.cmd

    This is a very simple example of using the If-Then Block VOP with the “true” value coming from outside the If-Then subnet, and the “false” value coming from inside the If-Then subnet.

    In this example, the red color is used if the value fed into the condition is not True, and blue if the condition being fed in is True.

    IfLoad | Launch

    .../examples/nodes/vop/if/SimpleOutsideSubnet.cmd

    This is a very simple example of using the If-Then Block VOP with the “true” value coming from outside the If-Then subnet, and the “false” value also coming from outside the If-Then subnet.

    In this example, the red color is used if the value fed into the condition is not True, and blue if the condition being fed in is True.

    Inline CodeLoad | Launch

    .../examples/nodes/vop/inline/CrinkleSphere.otl

    This example demonstrates the use of an Inline Code node that allows you to write VEX code that is put directly into your shader or operator definition.

    IntersectLoad | Launch

    .../examples/nodes/vop/intersect/IntersectGrid.otl

    This example demonstrates how grid points can be transferred to particles on the surface of a sphere using the Intersect VOP.

    Meta-Loop ImportLoad | Launch

    .../examples/nodes/vop/metaimport/SimpleMetaImport.otl

    This example demostrates how to use the Meta-Loop Start, Meta-Loop Next and Meta-Loop Import VOPs.

    It calculates the sum of the densities of all metaballs in some input geometry, and uses that total to create an image in a Composite Network.

    ParameterLoad | Launch

    .../examples/nodes/vop/parameter/RampParameter.otl

    This example shows how to control the particle colours using the temperature attributes from a pyro simulation using a Ramp Parameter VOP node.

    ParameterLoad | Launch

    .../examples/nodes/vop/parameter/parameterVOP.otl

    This example shows how inherit age as a custom attribute in to a surface shader to control opacity of particles with a ramp. It is accomplished using the Attribute Create SOP and a Parameter VOP.

    Point Cloud IterateLoad | Launch

    .../examples/nodes/vop/pciterate/PointCloudIterateAverage.otl

    This example shows how the pciterate vop can be used to average together points returned by pcopen. First, a point cloud is generated with a floating point “check” channel initialized to 1 inside a circle in the x-z plane. Then, the points are filtered in a shader by looping using the pciterate vop and averaging the value of the “check” channel. The point cloud used in the example is stored inside the asset as points.pc.

    Point Cloud IterateLoad | Launch

    .../examples/nodes/vop/pciterate/PointCloudLookup.otl

    This example shows how to accomplish point cloud lookups for volumes using pcfilter and pciterate. It demonstrates how to iterate over and import values returned by a query.

    Point Cloud WriteLoad | Launch

    .../examples/nodes/vop/pcwrite/PointCloudWrite.otl

    This example shows how the pcwrite vop can be used to write out points to a point cloud file. Render the mantra1 ROP to generate the point cloud, then view the point cloud with gplay. The distribution of points will depend on where mantra shaders are executed - in this case, the mantra ROP is configured to shade hidden surfaces allowing the back faces of the sphere to generate points.

    Ray TraceLoad | Launch

    .../examples/nodes/vop/raytrace/RaytraceVopShader.otl

    This example demonstrates a simple ray traced shader using a vop vex network. To modify the shader properties, create a properties shader in the material and connect it to the output shaders node. You can then add rendering parameters to the properties node. For example to control the number of reflection bounces, you would add the reflect limit parameter.

    Volume Sample from FileLoad | Launch

    .../examples/nodes/vop/volumesamplefile/ParticleVolumeCollision.otl

    This example demonstrates how to set attributes on a particle based on the value of a volume at the particle’s position.

    To accomplish this, you can use a VOP POP to edit the particles, using the Volume Sample from File VOP to sample the volume.

    In the example, particles are colored differently based on whether they are “in” or “out” of the volume, where “in” is defined in the example as “the value in the volume is > 0 at the position of the particle”, but could easily be changed.