Reference Render viewer pane
The Render viewer pane renders the scene and automatically updates quickly as you make changes to parameters.
This pane’s viewing interface is nearly identical to the standard image viewer , except that the render viewer cannot show multiple viewports at once. See how to use the image viewer for information on how to work with images in the render viewer.
Toolbar
|
Re-render |
Forces the render view to update now. Ctrl-click this button to re-render any depth and shadow maps. |
|
Stop render |
Stops the render if the render view is updating. |
|
Output driver |
Choose the output driver (ROP) node with which to render the scene. |
|
Render options |
Opens the parameters for the currently selected output driver. |
|
Clear Cache |
Clears all saved information the render view uses to speed up re-renders, so the next time you render it will be “from scratch,” without optimizations. |
|
Timeout |
The time, in seconds, between when you change a parameter and the render view automatically re-renders the scene. |
|
Create take |
Creates a new take with the current render settings. Use this button to “snapshot” different render looks so you can switch back and forth between them. Houdini names the takes starting with |
The other toolbars in the render viewer pane are identical to the toolbars of the standard image viewer .
Tasks
| To... | Do this |
|---|---|
|
Set up the render viewer pane |
|
|
Only update a sub-region of the image |
|
|
Save the current render in a take |
|
|
Inspect a pixel in the rendered image |
|
|
Compare the current render to a previous take |
|
Any time you move a light in a scene that uses shadow maps, Ctrl-click the Re-render button to recompute depth and shadow maps.
Add custom functionality to the render viewer
Use the iprview command to set the options of an IPR viewer pane.
The iprquery and iprquerys expression functions let you query information about the rendered image, such as which shader contributed the pixel at given coordinates. These functions can be very useful for creating custom scripts.
Pick pixel script
When you Ctrl-click in the viewer, Houdini runs the script path/ipr/pickpixel.cmd script. By default, Houdini prints information about the pixel that was picked. If the pixel has a corresponding object, Houdini will open the shader palette for that object’s SHOP.
You can override the default behavior by inserting your own script earlier in the HOUDINI_PATH. Houdini calls the script with three arguments:
-
The name of the pane where you clicked.
-
X coordinate of clicked pixel.
-
Y coordinate of clicked pixel.
Drag and drop script
When you drag an operator onto the viewer, Houdini runs the script path/ipr/dragdrop.cmd script. You can override the default behavior by inserting your own script earlier in the HOUDINI_PATH. Houdini calls the script with five arguments:
-
The name of the pane where you dropped a node.
-
X coordinate of the drop.
-
Y coordinate of the drop.
-
The type of object dropped:
-
The name of the dropped object.