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Attributes ¶
Attributes are named values stored on vertices, points, primitives, and objects. Point color, position, UV coordinates , spline weight (W
), and normal, for example, are stored as point attributes.
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Houdini sets some point attributes that you can use in expressions. For example, you could set the per-point color based on the vertical position (
PY
) of the point. -
You can set certain attributes manually, and if the attributes are present, they will be used by Houdini. For example, the dynamics solvers and rendering engines will often use certain attributes on the geometry if they exist.
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You can also set your own custom attributes to be used by node expressions, scripts, exporters, etc.
The surface nodes in the Attributes group of the tab menu set different types of attributes. You can also set or create arbitrary attributes using the Attribute SOP.
To see the attributes on a node’s geometry, click on the node in the network editor and choose Spreadsheet to open the geometry spreadsheet for the node.
Geometry components ¶
You can create and set attributes using the generic Attribute Create surface node, or the Vertex, Point, and Primitive nodes. You can attach attributes to vertices, points, and primitives (e.g. polygon faces), or the entire piece of geometry (called the detail level).
Note
When you merge two or more branches in a geometry network, and a detail attribute with the same name exists in multiple branches, Houdini uses the value in the first branch. If the attribute is a string array, Houdini merges the arrays.
Attribute precedence ¶
When two components in the same geometry have an attribute with the same name, the attribute on the “lower level” of geometry is used:
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Vertex attributes override:
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Point attributes, which override:
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Primitive attributes, which override:
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Detail (whole geometry) attributes
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Applying nodes based on attribute values ¶
Most surface nodes have a Group field that lets you enter a named group or pattern to select the components the node should apply to. This field recognizes special syntax that allow you to select components by the value of an attribute. For example, in a Point node’s Group field, @foo>5
selects all points whose foo
attribute is greater than 5
.
See the section on manually specifying groups for more information.
Dictionary attributes ¶
Since Houdini 18.5, SOP geometry supports dictionary attributes, an attribute type where each element (point, vertex, primitive/face, or the whole geometry/detail) can store a set of key/value pairs. Dictionary attributes can be used to store:
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Complex “blind” element data, such as game engine data, or data for a foreign geometry format that Houdini does not support natively.
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Metadata about geometry on the detail (whole geometry).
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Parameter values of the node that creates different elements for debugging. You could even store a node network as geometry by representing nodes with points, and their wires and parameters in a dictionary point attribute. See the Attribute From Parms SOP.
You can also create a dictionary array attribute, where the attribute value is an array of dictionaries, rather than a single dictionary.
Dictionary keys are strings. Dictionary values can be strings, numbers, arrays, or a (nested) dictionary. Dictionary attributes essentially have the same data model as JSON. In fact, UI such as the geometry spreadsheet displays the contents of a dictionary attribute like a JSON-encoded string.
Currently, support for dictionary attributes is mostly in Python, VEX, and VOPs. You can manipulate dictionary attributes on geometry using VEX snippets in Attribute Wrangle, or with a Python SOP. There is also simple support for reading key values in parameter expressions.
Language |
Support |
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VEX/VOPs |
See the documentation for the VEX dict type for more information on working with |
Python |
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Expressions |
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Tip
The Attribute Create node only creates an empty dictionary attribute. Currently, the best way to set dictionary values in a geometry network is with a Python SOP or Attribute Wrangle.
Intrinsic attributes ¶
Intrinsic attributes are computed values derived from the geometry that you can access as if they were attributes.
Examples of intrinsic attributes
Detail |
|
Number of points in the geometry |
Detail/primitive |
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Bounding box of the geometry |
Primitive |
|
Surface area of the geometry. |
Primitive |
|
Amount of memory used by the primitive. |
To... | Do this |
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See the available intrinsic attributes |
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Use intrinsic attributes |
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Tip
Despite the name, some “intrinsic” attributes can actually be written to, causing Houdini or Mantra to change some internal setting. For example, you can set the intrinsic:unexpandedfilename
intrinsic attribute on a packed primitive.
Tip
Bounding box intrinsic attributes, like intrinsic:bounds
or intrinsic:packedbounds
are returned in (xmin, xmax, ymin, ymax, zmin, zmax) order.
Higher and lower precision storage ¶
You can choose the numeric precision of attributes you create with the Attribute Create node, and/or convert attributes to higher precision types (at the cost of more memory) or lower precision types (to save memory) using the Attrib Cast SOP node.
See Attrib Cast for information on the available storage types and limitations.
Indexing and limit variables ¶
You may see the following “pseudo-attributes” in VEX snippets. They represent the number of the current element being processed (for example, the point number), and the total number of elements in the geometry/list. See indexing and limit variables in VEX snippets for more information.
@elemnum
, @ptnum
, @primnum
, @vtxnum
Represents the number of the current element when a VEX snippet is run.
@numelem
, @numpt
, @numprim
, @numvtx
Represents the total number of elements in the geometry/list when a VEX snippet is run.
Common attributes ¶
Each type of node will use certain attributes if they exist (or in some cases require them to exist), and may create/set attributes as part of their operation. See the documentation for individual nodes to see the attributes they use/set.
The following lists a number of attributes that by convention are read/written by multiple node types.
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vector |
Point position. The viewport uses this to lay out the points of the model in 3D space. You can overwrite this attribute to move the point. |
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vector |
Normal direction. You can overwrite this attribute to change the normal. |
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vector |
Velocity. The renderer uses this attribute to know where to add motion blur. This attribute is not computed automatically, but several nodes, especially particle DOPs, can set/use it. You can add velocity to points using the Trail SOP. |
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int |
A unique element ID. This is not the same as the element number (for example, the point number). This is an attribute you can, for example, assign to points to keep track of them even if the point numbers change (which can happen if the number of points change). Particle DOPs often set/use this attribute. |
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string |
Set this value on primitives, such as volumes or packed primitives, to find them in code by name. Some nodes set/read this attribute. |
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int |
Nodes that break up geometry into pieces will often set this attribute so that you can tell which polygonal faces are part of the same piece. Faces in the same piece will share the same value in their |
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float |
Uniform scaling factor. This is used in different ways in different places. For particle/point rendering, it controls the size of the particle/point (in world space units) at render time. For instancing, you can use it to uniformly scale the instanced geometry. |
|
vector |
Whereas |
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float |
When rendering open curves, sets the line width (in world space units) at render time. If this attribute does not exist, Mantra renders the open curve as a thin line instead of a ribbon with thickness. |
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float |
Level of detail. This may be used in instancing. |
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vector |
When displaying particles using sprint images, this gives additional sprite scaling over |
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float |
When displaying particles using sprint images, this gives sprite rotation (around camera angle) in degrees. |
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int |
If this detail attribute is 1, the geometry always appears as wireframe in the viewport. If this detail attribute is -1, the geometry always appears as shaded in the viewport. For guide geometry, which are normally only drawn as wireframe, this allows them to also be drawn as shaded when using any of the shaded viewport modes. |
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int |
If this detail attribute is 1 and a |
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int |
If this detail attribute is 0, the geometry always appears without lighting. This is currently ignored for guide geometry. |
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int |
If this detail attribute is not 0, all points will be rendered as sprites, even if they are connected to geometry. Normally only unconnected points are rendered. This is currently ignored for guide geometry. |
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int |
If this detail attribute is not 0, unconnected points will be drawn as spheres rather than as the render properties or as sprites. |
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int |
If this detail attribute is not 0, the geometry will be drawn in X-Ray mode (visible even when it is hidden behind other geometry). |
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float |
Controls the cusp angle used for generating normals when the geometry does not have any normals. 180 will produce entirely smooth point normals. |
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string |
Specifies a texture for sprites. This is only valid on unconnected points, or if |
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int |
If this attribute is set to 1, turns on blending when drawing sprites. When set to 0, no depth sorting or blending occurs, greatly increasing the draw performance of sprites. Turning off blending is good for opaque sprites like vellum grains. |
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float |
When |
The following detail attributes control how the viewport renders volume
primitives. The viewport can display these primitives as fog, height fields, or
isosurfaces (signed distance fields). To query this property, you can read the
volumevisualmode
primitive intrinsic attribute. The detail attributes listed
in this section apply to fog volumes, and some of them also affect the viewport
display of height fields.
A volume visualization set can have the following 4 components.
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For fog, this component contains the optical thickness of the smoke. With height fields, this main volume should store the elevation at each voxel. |
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The color field. This component can be used with both fog (to color the smoke) and height fields (to texture the terrain). |
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With fog, this component contains the intensity of emission (or internal
glowing). For height fields, this component acts like a visualization
stencil - the viewport only draws parts of the height field where the |
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This component can be used with fog volumes to color the internal emission. |
The *
in the attribute names in this section can be one of the above 4 strings.
You can use the Volume Visualization SOP to set or modify these attributes.
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string |
Name of the volume containing data for the respective component. |
|
vector2 |
Range of volume values that gets remapped to the 0..1 range. |
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string |
Contains a string representation of the ramp that remaps the respective volume values. If no string is present, no ramp is used to remap the values. |
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int |
Flags how the ramp is applied to the remapped volume values.
When set to |
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int |
Limits the visualization resolution of volumes. When set to a positive value and the volumes are high resolution, the volumes are resampled to this size before rendering. |
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float |
Acts as a multiplier for emission intensity. Higher values increase the brightness of the internal glow (for example, the flames in a fire). |
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float |
Controls the intensity of self-shadowing from all light sources. Larger values result in darker self-shadows. |
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float |
Controls the intensity of self-shadowing from ambient light sources. Note that the default headlight is treated as an ambient source for fog volumes. The default value of this attribute is set by Ambient Occlusion under the viewport display options. |
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float |
Controls the size of the occlusion map texture when shading for ambient light sources. Larger values (up to 1) are slower to shade, but produce higher quality results. |
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float |
Specifies how often the density texture is sampled when calculating self-shadowing from ambient light sources. Smaller values (down to 1) are slower to shade, but produce higher quality results. |
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vector |
Controls the color of the shadows cast by the smoke. The complements of these values act like additional density multipliers for the light of each color (red, green, or blue). |
The viewport can additionally approximate scattering of light within fog volumes. This feature is experimental and may be changed or removed in future versions of Houdini.
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float |
Specifies the proportion of light that is absorbed by the volume (as opposed to being scattered out). A value of 1 signals that no scattering takes place. A value of 0 suggests that all light that interacts with the smoke is scattered. |
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int |
Scattering is approximated by an iterative process, and this attribute stores the number of refinement iterations that are performed. Larger values produce more accurate results, but take longer to compute. |
When working with fog volumes, you can force the viewport to instead draw its motion vectors or normals. This behavior is also controlled through detail attributes.
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int |
The viewport will draw screen-space motion vectors for the fog when this
attribute is non-zero. The |
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int |
The viewport will draw screen-space normals for the fog when this attribute
is non-zero. If both |
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vector |
The |
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vector |
Conventional name for an attribute containing each point’s rest position, used by various nodes.
Some shaders can use this rather than |
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vector |
The |
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vector |
Represents the up vector of a particle’s local space. This is used for instancing geometry onto a point. You can overwrite this attribute to change the particle’s orientation. |
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vector |
Obsolete, used by old POPs. The new DOP particle nodes use the |
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vector4 |
Obsolete. Used by old POPs to store the particle’s previous position. |
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vector4 |
Quaternion orientation of a particle. Allows fully specifying rotation, whereas |
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vector4 |
An additional offset-quaternion applied after all other attributes, used when instancing geometry onto a point. |
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int |
Detail attribute storing the largest particle ID, allowing Houdini to create new particle ids efficiently. |
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int |
A bit field encoding different pieces of information about a particle’s state (for example, whether it is alive, whether it is stopped, whether it collided in the previous frame, etc). Various particle DOPs read and write this attribute. The
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Most shaders will use the override attributes to change how elements with these attributes are shaded.
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vector |
Diffuse color override. The viewport uses this to color OpenGL geometry. |
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float |
Alpha transparency override. The viewport uses this to set the alpha of OpenGL geometry. |
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vector |
Specular color override. |
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vector |
Reflect color override. |
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vector |
Transmit color override. |
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vector |
Emission color override. |
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float |
Roughness override. |
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float |
Fresnel coefficient override. |
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float |
Shadow intensity override. |
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float |
Shadow bias override. |
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vector |
The UV coordinates of the point/vertex. The first two elements of this vector contain the current U and V coordinates. Note that |
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string |
The node path to the material to use to shade this primitive. Overrides the object’s material. |
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string |
The |
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string |
Detail/primitive. The name of a RenderMan shader. |
See also |