Parameter editor
Parameters are the “options” of a node. Changing the parameters changes the look or behavior of the node. For example, a Sphere SOP has position and radius parameters.
Editing parameters
| To... | Do this |
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Edit a parameter value |
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Undo to the previous value of a field |
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Reset a value to the default |
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Delete animation channels on a parameter |
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Change a value by dragging in the viewer |
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Change a value using the value ladder |
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Entering expressions
| To... | Do this |
|---|---|
Enter a short expression directly |
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Enter an expression using an editor window |
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Switch between viewing the computed value for the current frame and the expression itself |
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View the animation curve generated by an expression |
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Lock and unlock parameters
If you want to protect a parameter from being edited, press
on the parameter in the parameter editor and choose Lock Parameter.
To unlock a parameter again, press
on the parameter and choose Unlock Parameter.
Locked parameters have a pink background in the edit field(s).
Parameters that reference other nodes
In Houdini, various parameters contain references to other nodes instead of numeric or string values.
| To... | Do this |
|---|---|
Insert the name of a node in a node parameter |
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Edit the parameters of a referenced node |
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Toolbar
| Node menu | Shows the icon of the node you are currently editing. Click to show the node’s context menu. (This is the same menu you get if you press |
| Name | The node’s name. When you create a node it has a default name of the operator type name plus a number. You can edit the textbox to change the node’s name (this is the same as clicking the name next to the node’s tile in the network editor). Node names can only contain letters and numbers. Spaces are not allowed in the name. |
| Gear menu | Use the items in this menu to Load and save parameter presets.
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| Help (question mark) | Click to view documentation of the node’s parameters. |
Edit field color coding
| Background color | Meaning |
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Light Green | The parameter is controlled by an expression, and the current frame is a keyframe. |
Cyan | The parameter is controlled by an expression but the current frame is not a keyframe (or the channel value at the current frame is disabled from the dopesheet). |
Yellow | Pending keyframe (the current value at this frame is |
Orange | The parameter is currently controlled by a channel |
Controls
| Angle icon | For edit fields which accept angular measurements, type the number of degrees in the edit field or press and drag on the angle icon to set the angle graphically. |
| Sliders |
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| Polar jack |
For edit fields which accept angular measurements, type the number of degrees in the edit field or drag the small point at the intersection of the two rings in the polar jack. |
| Input list |
Some operators, such as the Merge SOP and Switch SOP, allow multiple inputs to their single input connector. In these operators, an input list appears in the parameters, where you can reorder or disconnect any of the inputs. |
| Color controls |
See editing color parameters . |
Parameter pop-up menu
| Toggle Expression | Switch the text box between showing the computed value for the current frame and the expression itself. |
| HUD Sliders | See HUD sliders . |
| Step to Prev/Next Key, Set/Remove Keyframe | |
| Copy Parameter, Paste Copied .. | |
| Scope Append Channels, Scope Channels | Show the parameter(s) in the channel editor. |
| Delete Channels | Removes any animation on the parameter, making it a static, constant value. |
Copy, paste, and link parameter values
Tip | For parameters with multiple components (for example, a position parameter with X, Y, and Z values) you can click individual component text boxes, or click the parameter label to affect all components at once. |
| To... | Do this |
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Copy a parameter to the clipboard |
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Paste a copy of or reference to the copied parameter |
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Make one parameter relative to another |
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| Paste menu item | What it does |
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Paste Copied Values | Pastes in the values of the parameter on the clipboard. If you copied parameters with expressions, this will paste the computed values of the expressions. |
Paste Copied Expressions | Pastes the values and expressions of the parameter on the clipboard. Does not convert expressions to values. |
Paste Copied References | Pastes a reference to the copied parameter (using the ch expression function). Unlike pasting a copy of the value of the other parameter, this expression will fetch the other parameter’s value every time it is evaluated, so it stays up to date with the current value of the other parameter. This command inserts an expression with an absolute path to the copied parameter. To insert a relative reference instead, use Paste Copied Relative Refs. |
Paste Copied Relative Refs | Same as Paste Copied References, but the ch expression uses a relative path to the copied parameter, instead of an absolute path. |
Paste Copied Channels | Pastes a copy of the channel. Once the channel is pasted, it is independent from the original channel and can be modified without altering the original. |
Presets and defaults
A Preset file contains preset values for the parameters of an operator. You can use them to fill in common values, or to save important variations of a node.
Use the menu items in the gear pop-up menu on the toolbar to load, save, and select presets.
Note | Load from |
About auto-scope parameters
“Auto-scoping” is a property of parameters that are commonly animated, to make using the channel list easier. When you select an object, the object’s parameters that are already keyframed and any auto-scope parameters become scoped in the channel list and channel editor.
The commonly animated parameters (such as transforms) on the standard Houdini operator types have auto-scope set.
To make a parameter auto-scope that isn’t already auto-scoping by default, press
on the parameter in the parameter editor and choose Set Auto Scope.
When you create a digital asset, you can choose which of the asset’s parameters auto-scope in the Parameters pane of the asset’s type properties window . See how to set up parameters on an asset and how to turn a character into a digital asset.




