See hou.AdvancedDrawable See hou.GeometryDrawable
Values ¶
hou.drawableGeometryType.Face
Face drawable type. This drawable allows you to highlight the polygons of the attached geometry.
hou.drawableGeometryType.Line
Line drawable type. This drawable allows you to highlight the polygon edges of the attached geometry.
hou.drawableGeometryType.Point
Point drawable type. This drawable allows you to highlight the polygon vertices of the attached geometry.
hou.drawableGeometryType.Vector
Vector drawable type. This drawable works with point geometries and allows you to draw vectors at each point. Note that a point attribute N is required for the Vector drawable type.
hou.drawableGeometryType.Sprite
Sprite drawable type. This drawable works with point geometries and allows you to draw images aligned with the view in either worldspace or screenspace.
The behaviour is controlled with point attributes:
P
A float vector 3 controlling the position of the sprite.
When screenspace is 0, P provides the worldspace position of the sprite.
When screenspace is 1, the first two components of P provide the screenspace position of the sprite in pixel coordinates, where the bottom-left corner of the sprite is relative to the bottom-left corner of the viewport. The z component specifies the order in which sprites are drawn. Sprites with higher z values are drawn on top of sprites with lower z values.
Cd
A float vector 3 controlling the tint multiplied with the image.
Alpha
A float value controlling the transparency of the image.
pscale
A float value specifying the uniform scale of the sprite.
When screenspace is 0, the scale should be in worldspace.
When screenspace is 1, the scale should be in pixels.
spriteshop
A string indicating the image to draw. The image mapping is created in the params dictionary.
spritescreenspace
An integer controlling whether the sprite is drawn in screenspace or worldspace. This changes the behaviour of the P, spriteoffset, and pscale attributes.
When spritescreenclamp is 0, the sprite is rendered in worldspace.
When spritescreenclamp is 1, the sprite is rendered in screenspace.
spritescreenclamp
An integer that controls whether the sprite is clamped within the screen boundaries. That is, even if the point is positioned outside the boundaries of the scene viewer, the sprite will still display at the edge of the viewport closest to the point.
When spritescreenclamp is 0, the sprite is not clamped.
When spritescreenclamp is 1, the sprite is clamped.
spritepreserveaspect
An integer that controls whether the sprite is drawn using its original aspect ratio.
When spritepreserveaspect is 0, aspect ratio is not preserved.
When spritepreserveaspect is 1, aspect ratio is preserved.
spritescale
A float vector 2 that specifies the non-uniform scale of the sprite.
spritesizemin
A float that specifies the sprite’s minimum size in pixels. Negative values or 0 indicate that there is no bound.
spritesizemax
A float that specifies the sprite’s maximum size in pixels. Negative values or 0 indicate that there is no bound.
spriteoffset
A float vector 3 specifying the view-aligned position of sprite relative to P. In both spaces, the z component has an equivalent function to the z component of P when specified in screenspace.
When screenspace is 0, spriteoffset should be provided in worldspace scale coordinates.
When screenspace is 1, spriteoffset should be provided in screenspace pixel coordinates.
spriterot
A float value controlling view-aligned rotation of the sprite.
spriteuv
A float 4-tuple defining a subregion of the texture to display. The x and y components define the UV offsets into the texture. The z and w components define the UV scaling of the subregion.