Houdini 19.0 HScript commands viewdispset

viewdispset HScript command

Set various options of a viewport. Replaces viewdisplay.

Replaced by

hou.GeometryViewportDisplaySet.isShowingPointUVs()

hou.GeometryViewportDisplaySet.isShowingUVOverlap()

hou.GeometryViewportDisplaySet.showPointMarkers()

hou.GeometryViewportDisplaySet.showPointNumbers()

hou.GeometryViewportDisplaySet.showPointNormals()

hou.GeometryViewportDisplaySet.showPointUVs()

hou.GeometryViewportDisplaySet.showPointPositions()

hou.GeometryViewportDisplaySet.showPointTrails()

hou.GeometryViewportDisplaySet.showCoincidentPoints()

hou.GeometryViewportDisplaySet.showPrimHulls()

hou.GeometryViewportDisplaySet.showPrimNumbers()

hou.GeometryViewportDisplaySet.showPrimNormals()

hou.GeometryViewportDisplaySet.showPrimBreakpoints()

hou.GeometryViewportDisplaySet.showPrimProfiles()

hou.GeometryViewportDisplaySet.showPrimProfileNumbers()

hou.GeometryViewportDisplaySet.showVertexMarkers()

hou.GeometryViewportDisplaySet.showVertexNumbers()

hou.GeometryViewportDisplaySet.showVertexNormals()

hou.GeometryViewportDisplaySet.showVertexUVs()

hou.GeometryViewportDisplaySet.showUVBackfaces()

hou.GeometryViewportDisplaySet.showUVOverlap()

hou.GeometryViewportDisplaySet.setPointMarkerVisibility()

hou.GeometryViewportDisplaySet.setPointNumberVisibility()

hou.GeometryViewportDisplaySet.setPointNormalVisibility()

hou.GeometryViewportDisplaySet.setPointUVVisibility()

hou.GeometryViewportDisplaySet.setPointPositionVisibility()

hou.GeometryViewportDisplaySet.setPointTrailVisibility()

hou.GeometryViewportDisplaySet.setPrimNumberVisibility()

hou.GeometryViewportDisplaySet.setPrimNormalVisibility()

hou.GeometryViewportDisplaySet.setPrimBreakpointVisibility()

hou.GeometryViewportDisplaySet.setVertexMarkerVisibility()

hou.GeometryViewportDisplaySet.setVertexNumberVisibility()

hou.GeometryViewportDisplaySet.setVertexNormalVisibility()

hou.GeometryViewportDisplaySet.setVertexUVVisibility()

hou.GeometryViewportDisplaySet.setShadedMode()

hou.GeometryViewportDisplaySet.setShadingModeLocked()

hou.GeometryViewportDisplaySet.useGhostedLook()

hou.GeometryViewportDisplaySet.useFadedLook()

hou.GeometryViewportDisplaySet.useXRay()

hou.GeometryViewportDisplaySet.useUVMap()

hou.GeometryViewportDisplaySet.useLighting()

hou.GeometryViewportDisplaySet.setBoundaryMode()

hou.GeometryViewportDisplaySet.setUVBoundaryMode()

hou.GeometryViewportDisplaySet.setToolbarLinked()

hou.GeometryViewportDisplaySet.setLinkToDisplaySet()

hou.GeometryViewportDisplaySet.setUniqueDisplaySet()

viewdispset [options] display_set viewports

The display_set specifies which geometry the settings should apply to. This can be one of:

scene

Apply to Scene Geometry.

selectscene

Apply to Selected Scene Geometry.

ghostscene

Apply to Ghost Scene Geometry.

display

Apply to Display Model Geometry.

current

Apply to Current Model Geometry (in Show Current Operator mode).

template

Apply to Template Model Geometry.

Options

-s shading_mode

Where shading_mode is one of:

bound_box_wire

Wireframe Bounding Box

bound_box_shade

Shaded Bounding Box

wire

Wireframe

wire_ghost

Wireframe

hidden_invis

Hidden Line Invisible

hidden_ghost

Hidden Line Ghost

flat

Flat Shaded

flat_wire

Flat Wire Shaded

shade

Smooth Shaded

shade_wire

Smooth Wire Shaded

-B boundary_mode

Where boundary_mode is one of:

none

Do not draw geometry boundaries

3d

Draw boundaries defined by the 3D connectivity of the geometry

uv

Draw boundaries defined by the geometry’s UV attribute connectivity

viewport

Draw 3D boundaries in 3D viewports and UV boundaries in UV viewports

-r unique|display_set

Use unique settings or reference those from the specified display set.

-m on|off visibility

Show point markers on/off and set visibility.

-c on|off visibility

Show point numbers on/off and set visibility.

-n on|off visibility

Show point normals on/off and set visibility.

-u on|off visibility

Show point texture coordinates on/off and set visibility.

-x on|off visibility

Show point positions on/off and set visibility.

-h on|off

Show primitive hulls on/off.

-C on|off visibility

Show primitive numbers on/off and set visibility.

-N on|off visibility

Show primitive normals on/off and set visibility.

-b on|off visibility

Show primitive breakpoints on/off and set visibility.

-P on|off

Show primitive profile curves on/off.

-p on|off

Show primitive profile numbers on/off.

-M on|off visibility

Show vertex markers on/off and set visibility.

-v on|off visibility

Show vertex numbers on/off and set visibility.

-V on|off visibility

Show vertex normals on/off and set visibility.

-U on|off visibility

Show vertex texture coordinates on/off and set visibility.

-f on|off

Show filled UV backfaces on/off.

-o on|off

Show overlapping UV regions on/off.

-G on|off

Draw ghosted on/off.

-F on|off

Draw faded on/off.

-l on|off

Allow lighting on/off.

-L on|off

Link to toolbar on/off.

How to refer to viewers and viewports in commands

Viewers have names with the form “desk.pane.type”, where:

  • desk = The name of the desk containing the viewer pane.

  • pane = The name of the viewer pane.

  • type = “world”, “particle”, or “texture”, depending on the contents of the pane.

To see a list of all viewers, use “viewls -n”. For most viewer-related commands, you can specify more than one viewer at a time, and/or use wildcards in viewer names.

A viewer can be subdivided into up to four viewports (such as top, left, front, and perspective). Viewports have names with the form “desk.pane.type.viewport”, where:

  • desk = The name of the desk containing the viewer pane.

  • pane = The name of the viewer pane.

  • type = “world”, “particle”, or “texture”, depending on the contents of the pane.

  • viewport = The name of the viewport within the viewer pane. You can change the name of a viewport in the viewport’s display options editor. To list all viewports, use “viewls -n -v” (to show what viewer each viewport is in, just use “viewls -v”).

For most viewport-related commands, you can specify more than one viewer at a time, and/or use wildcards in viewer names. You can also use the name of a viewer to refer to all viewports in the viewer. For example instead of "viewcamera -c cam1 Build.panetab1.world.persp1 Build.panetab1.world.top1 ...", you could do "viewcamera -c cam1 Build.panetab1.world.*" or just "viewcamera -c cam1 Build.panetab1.world".

Most viewport-related commands work on view-memories as well as viewports. View-memories have the format "desk.pane.type:memory", where memory is a number from 1-9 or a name. The first three components (desk name, pane name, type) can have wildcards. To list all view-memories, use viewls -n -l.

The viewlayout command controls the number and layout of viewports in a viewer pane.

viewdispset