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Attributes

Describes what attributes are and lists some common attributes.

Overview

Attributes are named values stored on vertices, points, primitives, and surfaces. Point color, position, UV coordinates , spline weight (W), and normal, for example, are stored as point attributes.

You can use the values of attributes in expressions to reshape, color, etc. points. For example, you could set the per-point color based on the vertical (Y) position of the point.

Some attributes (such as position) are automatically set by Houdini as you model the points, but you can also manually set attributes and add your own custom attributes.

The surface operators in the Attributes group of the tab menu exist to set different types of attributes. You can also set or create arbitrary attributes to particles using the Attribute SOP. This lets you store custom per-point information relevant to your model you can use later in expressions .

To see the attributes on the geometry in a node, press RMB on the node’s tile in the network editor and choose Spreadsheet to open the geometry spreadsheet for the node.

Particles also have attributes, and attributes are very important when geometry and particle systems interact. For example, particles emitted from geometry inherit (by default) the attributes of the point from which they are emitted, and you can create interesting effects by transferring attributes between surfaces and particles using the Attribute Transfer POP.

Well-known attributes

The order of precedence for attributes from highest to lowest is:

  • Vertex Attributes

  • Point Attributes

  • Primitive Attributes

  • Detail Attributes

Attributes with a higher order of precedence override similar attributes with a lower order of precedence.

Name Type Size On Description

mat

index

1

Detail, Primitive

Material name specification

rishade

index

1

Detail, Primitive

RenderMan shader name

Ca

float

3

Detail, Primitive, Point, Vertex

Ambient color (override)

Cd

float

3

Detail, Primitive, Point, Vertex

Diffuse color (override)

Cs

float

3

Detail, Primitive, Point, Vertex

Specular color (override)

Cr

float

3

Detail, Primitive, Point, Vertex

Reflect color (override)

Ct

float

3

Detail, Primitive, Point, Vertex

Transmit color (override)

Ce

float

3

Detail, Primitive, Point, Vertex

Emission color (override)

Alpha

float

1

Detail, Primitive, Point, Vertex

Alpha para/perp (override)

rough

float

1

Detail, Primitive, Point, Vertex

Roughness (override)

fresnel

float

1

Detail, Primitive, Point, Vertex

Fresnel coefficient (override)

apara

float

1

Detail, Primitive, Point, Vertex

Alpha parallel (override)

aperp

float

1

Detail, Primitive, Point, Vertex

Alpha perp (override)

aroll

float

1

Detail, Primitive, Point, Vertex

Alpha roll off (override)

shadow

float

1

Detail, Primitive, Point, Vertex

Shadow intensity (override)

sbias

float

1

Detail, Primitive, Point, Vertex

Shadow bias (override)

N

vector

3

Primitive, Point

Surface Normal

v

vector

3

Point

Velocity

uv

float

3

Point, Vertex

Texture coordinates (UVW)

lod

float

1

Detail, Primitive

Level of detail

dir

vector

3

Primitive

Vector for attractor force

fedge

float

1

Primitive

Edge force for attractor

fvortex

float

1

Primitive

Vortex force for attractor

fspiral

float

1

Primitive

Spiral force for attractor

mass

float

1

Point

Mass

drag

float

1

Point

Coefficient of drag

life

float

2

Point

Life time (index 0=time alive index 1=death time)

id

float

1

Point

Identifying tag

rest

float

3

Point

Rest position