Houdini 12 Nodes Object nodes

A classic lighting scheme for key, fill and rim lights. Use this light for a basic illumination of objects in a scene.

Key Light provides the main source of object illumination - it is the most dominant light source and casts the darkest shadows.

Fill Light extends the Key Light illumination and makes the object more visible. It simulates secondary light sources such as table lamps, environmental sources other than the sun, or reflected and bounced lights.

Note

Fill Light should come from an angle that is opposite to the Key Light.

Rim light creates a bright line of light around the edge of an object. It is usually used to separate the object from its background.

Houdini also provides a fourth light, called Bounce light. The bounce light reflects light onto an object based on light location to give the effect of natural or available light. This type of lighting also softens the harshness of the Key Light.

Bounce lights are optimal when doing micropolygonal rendering - use bounce lighting when not doing PBR.

Parameters

Transform

Keep Position When Parenting

When the object is re-parented, maintain its current world position by changing the object’s transform parameters.

Pre-transform menu

This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.

Clean Transform

This reverts the translate, rotate, scale parameters to their default values while maintaining the same overall transform.

Clean Translates

This sets the translate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Rotates

This sets the rotate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Scales

This sets the scale parameter to (1, 1, 1) while maintaining the same overall transform.

Extract Pre-transform

This removes the pre-transform by setting the translate, rotate, and scale parameters in order to maintain the same overall transform. Note that if there were shears in the pre-transform, it can not be completely removed.

Reset Pre-transform

This completely removes the pre-transform without changing any parameters. This will change the overall transform of the object if there are any non-default values in the translate, rotate, and scale parameters.

Transform Order

The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.

The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.

Translate

Translation along XYZ axes.

Rotation

Degrees rotation about XYZ axes.

Uniform Scale

Scale the object uniformly along all three axes.

Look At

Object to point to. Constrains an object so its -Z axis always points at another object’s origin.

Look At Up Vector

When specifying a look at, it is possible to specify an up vector for the look at. This controls the roll of this object when looking at the look at object.

Don’t Use Up Vector

Use this option if the look at object does not pass through the Y axis of this object.

Use Up Vector

This precisely defines the direction of the Y axis of this object while looking. The up vector specified should not be parallel to the look at direction. The value used is specified by the Orient Up Vector parameter below.

Use Quaternions

Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.

Path Object

A reference to the curve node or object you want this object to follow.

Roll

The orientation of the object around the path.

Position

The position of the object along the path. 0.0 means at the beginning of the path, and 1.0 means the end. The integer portion of the position is used as the primitive number inside the geometry while the fractional part indicates the u value on the primitive.

If the primitive number does not exist, then it is wrapped back to the beginning. So for numbers greater than 1.0 in a path object that only have a single primitive, it wraps around to the beginning again. You can easily animate something moving around a circular track simply by continuously increasing the position value.

Keyframe this value to animate the object moving along the path.

Note

The Follow Path tool on the shelf automatically sets keyframes on this parameter that you may want to edit or replace.

The Parameterization option controls how position values between 0 and 1 correspond to knots on the path curve.

Parameterization

Controls how the Position parameter is translated into a point on the path curve. Use Arc-length (the default) to interpolate the position values evenly along the physical length of the curve.

Use Uniform to distribute the position values between the knots of the curve. This lets you slow down the object at certain points by bunching up knots in the path curve. However, it is much more convenient to simply edit the animation curve to control the speed of the object along the path.

Orient Along Path

Orient the object according to the path’s curvature.

Orient Up Vector

The direction vector of the object’s Y axis to orient with.

Auto-Bank factor

Controls automatic banking of the object as it turns corners. Set this to 0 to turn automatic banking off.

Light

Categories

Defines the set membership of this object.

Look At Camera

The camera which views the subject. This allows the light rig to orient itself properly, so that the key light illuminates from the front, while the rim light illuminates from the back, etc.

Camera Up Vector

How the rig rotates around the viewing axis to align it with the camera up vector.

Use up vector

The light rig is going to be oriented so that its up vector lies in the plane formed by the viewing direction axis and the camera up vector.

Use quaternions

The light rig rotates from its natural orientation (up-vector being y-axis) to align with the camera up vector using quaternions (great circle rotation).

Use Only Camera Azimuth

Light rig rotates only horizontally (i.e., only around the vertical axis) regardless of the animation path of the camera.

Lights Enabled

Disables all lights in the viewport when turned off.

Use lights look-at target

Fine-tuning of the exact point where light components are directed.

Lights Look At

The point in space at which the component lights are directed when Use lights look-at target is enabled

Key Light

Light Enabled

The Key Light illumination. When turned off, equivalent to setting the light intensity to 0.

Show Direction Manipulator

The direction the Key Light is coming from.

Direction To Light

Changes the direction of the Key Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.

Translate

Adjusts the light position.

Rotate

Adjusts the light rotation.

Light
Light Type

Type of light used to illuminate an object.

Distant Light

A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.

Spot Light

Radiates a cone shaped beam of light from a point towards a certain direction.

Point Light

Emits light from a point in all directions, similar to a light bulb.

Light Color

The color of light illuminated on the object.

Light Intensity

Amount of light placed on the selected color. For example, if the intensity is 0, the light is disabled.

Diffuse Contribution

Diffuses illumination on a given surface.

Specular Contribution

Provides specular highlights when illuminating an object surface.

Spot Light Options
Note

You can only change the Cone parameters when using a Spot Light light type.

Cone Angle

The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.

Cone Delta

Penumbra degree for spotlights.

Cone Rolloff

Shape exponent of penumbra (larger = sharper).

Projection Map

Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.

Use cone angle for field of view

Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.

Projection Angle

The viewing angle used for depth map generation when perspective view is used.

Orthographic Width

Controls the field of view for depth map generation.

Shadows
Shadow Type
No Shadows

No shadows are cast by this light.

Ray-Traced Shadows (default)

Uses Ray Tracing to compute shadows from this light source.

Shadow Mask

Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.

Shadow Bias

The bias when computing shadows from Key Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.

Shadow Intensity

Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.

Shadow Quality

Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.

Shadow Softness

A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.

Shadow Blur

Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.

Transparent Shadows

The surface shader of occluders are evaluated to determine opacity. Turning this option on will cause deep shadow maps to be used when shadowing using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

  • Shadows of transparent objects, including volumetric objects.

  • Motion-blurred shadows.

  • Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options
Auto-generate Shadow Map

Path is automatically generated.

Shadow Map

The path to the shadow map.

Resolution

The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.

Pixel Samples

The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).

Near Clipping

Distance to the near clipping plane.

Far Clipping

Distance to the near clipping plane.

Depth Map Motion Blur

When rendering deep shadow maps, it is possible to capture motion blur. If motion blurred shadows are desired, it’s important to turn on Transparent Shadows.

Fill Light

Light Enabled

The Fill Light illumination. When turned off, equivalent to setting the light intensity to 0.

Show Direction Manipulator

The direction the Key Light is coming from.

Direction To Light

Changes the direction of the Key Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.

Translate

Adjusts the light position.

Rotate

Adjusts the light rotation.

Light
Light Type

Type of light used to illuminate an object.

Distant Light

A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.

Spot Light

Radiates a cone shaped beam of light from a point towards a certain direction.

Point Light

Emits light from a single point in all directions, similar to a light bulb.

Area Light

Automatically distributes a number of light sources over a specified area. There are five area light shapes to choose from.

Light Color

The color of light illuminated on the object.

Light Intensity

Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.

Diffuse Contribution

Diffuses illumination on a given surface.

Specular Contribution

Provides specular highlights when illuminating an object surface.

Spot Light Options
Note

You can only change the Cone parameters when using a Spot Light light type.

Cone Angle

The size of the spotlight beam. Enter the degree of wideness the spotlight’s cone should be.

Cone Delta

Penumbra degree for spotlights.

Cone Rolloff

Shape exponent of penumbra (larger = sharper).

Projection Map

Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.

Use cone angle for field of view

Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.

Projection Angle

The viewing angle used for depth map generation when perspective view is used.

Orthographic Width

Controls the field of view for depth map generation.

Area Light Options
Area Shape

The shape of the area light.

Grid

Distributes lights over the area of a plane. This is the default shape created by the area light.

Line/Tube

Distributes lights along the length of a straight line.

Disk

Distributes lights over the area of a disk.

Sphere

Distributes along the outside surface of a sphere. You can put objects inside this shape for an overall soft shadow look that is similar to global illumination irradiance.

Area Samples

The number of lighting samples used to evaluate the light source.

Area Size

A uniform scale on the area light.

Cosine Falloff

Area light rays are weighed with a cosine of a ray direction with respect to the normal area light.

Single Sided

Specifies whether the area light emits light from only one side.

Use full sphere for environment

Uses full sphere rather than limit the environment to hemisphere.

Use Area Map

Currently only used for environment lights.

Area Map

Currently only used for environment lights. The area map will be tinted by the color of the light source.

Shadows
Shadow Type
No Shadows

No shadows are cast by this light.

Ray-Traced Shadows

Uses Ray Tracing to compute shadows from this light source.

Shadow Mask

Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.

Shadow Bias

The bias when computing shadows from Fill Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.

Shadow Intensity

Amount of light blocked by occluders. Decrease the shadow intensity to ensure occluders do not block all the light, allowing some illumination through.

Shadow Quality

Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.

Shadow Softness

A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.

Shadow Blur

Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.

Transparent Shadows

Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

  • Shadows of transparent objects, including volumetric objects.

  • Motion-blurred shadows.

  • Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through, as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options
Auto-generate Shadow Map

Path is automatically generated.

Shadow Map

The path to the shadow map.

Resolution

The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.

Pixel Samples

The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).

Near Clipping

Distance to the near clipping plane.

Far Clipping

Distance to the far clipping plane.

Depth Map Motion Blur

When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Rim Light

Light Enabled

Rim Light illumination. When turned off, equivalent to setting the light intensity to 0.

Show Direction Manipulator

Displays the direction the Rim Light is coming from.

Direction To Light
Translate

Adjusts the light position.

Rotate

Adjusts the light rotation.

Light
Light Type

Type of light used to illuminate an object.

Distant Light

A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.

Spot Light

Radiates a cone shaped beam of light from a point towards a certain direction.

Point Light

Emits light from a point in all directions, similar to a light bulb.

Area Light

Automatically distributes a number of light sources over a specified area, creating soft edge shadows. There are five area light shapes to choose from.

Light Color

The color of light illuminated on the object.

Light Intensity

Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.

Diffuse Contribution

Diffuses illumination on a given surface.

Specular Contribution

Provides specular highlights when illuminating an object surface.

Spot Light Options
Note

You can only change the Cone parameters when using a Spot Light light type.

Cone Angle

The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.

Cone Delta

Penumbra degree for spotlights.

Cone Rolloff

Shape exponent of penumbra (larger = sharper).

Projection Map

Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.

Use cone angle for field of view

Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.

Projection Angle

The viewing angle used for depth map generation when perspective view is used.

Orthographic Width

Controls the field of view for depth map generation.

Shadows
Shadow Type
No Shadows

No shadows are cast by this light.

Ray-Traced Shadows

Uses Ray Tracing to compute shadows from this light source.

Shadow Mask

Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.

Shadow Bias

The bias when computing shadows from Rim Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.

Shadow Intensity

Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.

Shadow Quality

Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.

Shadow Softness

A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.

Shadow Blur

Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.

Transparent Shadows

Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

  • Shadows of transparent objects, including volumetric objects.

  • Motion-blurred shadows.

  • Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through, as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options
Auto-generate Shadow Map

Path is automatically generated.

Shadow Map

The path to the shadow map.

Resolution

The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.

Pixel Samples

The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).

Near Clipping

Distance to the near clipping plane.

Far Clipping

Distance to the far clipping plane.

Depth Map Motion Blur

When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Bounce Light

Light Enabled

The Bounce Light illumination. When turned off, equivalent to setting the light intensity to 0.

Show Direction Manipulator

The direction the Rim Light is coming from.

Direction To Light

Changes the direction of the Rim Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.

Translate

Adjusts the light position

Rotate

Adjusts the light rotation.

Light
Light Type

Type of light used to illuminate an object.

Distant Light

A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.

Spot Light

Radiates a cone shaped beam of light from a point towards a certain direction.

Point Light

Emits light from a point in all directions, similar to a light bulb.

Area Light

Automatically distributes a number of light sources over a specified area, creating soft edge shadows. There are five area light shapes to choose from.

Light Color

The color of light illuminated on the object.

Light Intensity

Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.

Diffuse Contribution

Diffuses illumination on a given surface.

Specular Contribution

Provides specular highlights when illuminating an object surface.

Spot Light Options
Note

You can only change the Cone parameters when using a Spot Light light type.

Cone Angle

The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.

Cone Delta

Penumbra degree for spotlights.

Cone Rolloff

Shape exponent of penumbra (larger = sharper).

Projection Map

Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.

Use cone angle for field of view

Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.

Projection Angle

The viewing angle used for depth map generation when perspective view is used.

Orthographic Width

Controls the field of view for depth map generation.

Area Light Options
Area Shape
Grid

Distributes lights over the area of a plane. This is the default shape created by the area light.

Line/Tube

Distributes lights along the length of a straight line.

Disk

Distributes lights over the area of a disk.

Sphere

Distributes along the outside surface of a sphere. You can put objects inside this shape for an overall soft shadow look that is similar to global illumination irradiance.

Area Samples

The number of lighting samples used to evaluate the light source.

Area Size

A uniform scale on the area light.

Cosine Falloff

Area light rays are weighed with a cosine of a ray direction with respect to the normal area light

Single Sided

Specifies if the area light emits light from only one side.

Use full sphere for environment

Uses full sphere rather than limit the environment to hemisphere.

Use Area Map

Currently only used for environment lights.

Area Map

Currently only used for environment lights. The area map will be tinted by the color of the light source.

Shadows
Shadow Type
No Shadows

No shadows are cast by this light.

Ray-Traced Shadows (default)

Uses Ray Tracing to compute shadows from this light source.

Shadow Mask

Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.

Shadow Bias

The bias when computing shadows from bounce Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.

Shadow Intensity

Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.

Shadow Quality

Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.

Shadow Softness

A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.

Shadow Blur

Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.

Transparent Shadows

Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Depth Map Options
Auto-generate Shadow Map

Path is automatically generated.

Shadow Map

The path to the shadow map.

Resolution

The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.

Pixel Samples

The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).

Near Clipping

Distance to the near clipping plane.

Far Clipping

Distance to the far clipping plane.

Depth Map Motion Blur

When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Subnet

Display

Whether or not this object is displayed. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object, or 1 to show the object. If the checkbox is off, Houdini ignores the value.

Output Transform

Allows you to choose the position in space that is defined by the output transform of the three point light node. Input 1 is the same as the input space (i.e - position of the input node). Choosing key light, for example, outputs the key light position. Any node subsequently parented to the output of the light rig will be positioned in that space.

Visible children

Space separated list of objects to display inside the subnet. Use * to make all objects visible (default), and Wildcards and bundle references to specify objects.

This parameter lets you:

  • Quickly filter the visible objects based on an existing naming convention, for example *_proxy.

  • Control visibility of objects inside a locked digital assets where the display flags are not available.

In a normal subnet you can simply go into the subnet and set the display flag on objects.

Viewport Selecting Enabled

Object is capable of being picked in viewport.

Select Script

Script to run when the object is picked in the viewport. See select scripts .

Cache Object Transform

Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.

See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.