Houdini 22.0 Nodes APEX nodes

geo::JigglePointAttribs

Applies a jiggle effect on point attributes of a geometry.

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Since 22.0

Applies a jiggle effect on the given point attributes of a geometry. By default, the effect is applied on the given point attributes for all the primitives of the geometry.

You can also apply different jiggle effects on different primitives. To apply per-primitive effects, use the primitive attribute, effectattribute.

The geo ports of this node are in-place ports, which means the geometry is updated without creating a copy.

Inputs

*geo: Geometry Required

The input geometry to apply the effect to.

attributes: String

The point attribute(s) on the geometry to apply the effect to. Attribute names should be space-separated.

effectattribute: String

The primitive attribute that allows you to set different effect parameters for different primitives. This primitive attribute must be a dictionary that contains an entry with a “parms” key. The parms entry is itself a dictionary with the following effect parameter keys:

"parms":
{
    "stiffness": <Float>,
    "damping_constant": <Float>,
    "limit": <Float>,
    "multiplier": <Vector3>
}

If a primitive’s effectattribute is set to a valid parms dictionary, the dictionary values will override the input stiffness, dampingconstant, limit, and multiplier values. For example, let’s say effectattribute is set to motiontrail_effect, and primitive 0 has the following motiontrail_effect attribute value:

"parms":
{
    "limit": 1.0,
    "multiplier": [2, 2, 2]
}

In this case, all the points of primitive 0 will use the above limit and multiplier values. Since the stiffness and damping are not specified in the parms dictionary, their values will come from input ports stiffness and dampingconstant.

If this port is not set to a valid primitive attribute, the input stiffness, dampingconstant, limit, and multiplier values will be applied to all the primitives of the input geometry.

stiffness: Float

Sets how tight the jiggle is. Values closer to zero cause more deviation from the original data, and higher values result in less deviation. See effectattribute for when this value is overridden.

dampingconstant: Float

The amount of damping on the jiggle oscillations. More damping reduces the oscillations generated by abrupt changes in direction. See effectattribute for when this value is overridden.

limit: Float

The limit for how far away the point can stray from the original data before it starts to be pulled back. See effectattribute for when this value is overridden.

multiplier: Vector3

The post-scaling effect on the result. See effectattribute for when this value is overridden.

Outputs

*geo: Geometry

The geometry with the effects applied.

See also

APEX nodes