Houdini 22.0 Nodes Copernicus nodes

Geometry Attribute from Layer Copernicus node

Samples layers with a geometry’s attribute to create attributes from those layers.

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Since 22.0

This node uses the position attribute (P for example) from a geometry to sample other layers (attrib#). The node then inserts the sampled layers as attributes onto the geometry. Use this node to quickly create attributes from layers.

How to

For example, use the following steps to create attributes from layers to put onto stamp points.

  1. Create geometry onto which you want to insert attributes. For example, add a SOP Geometry COP and dive into the node to create geometry.

  2. Add a Geometry Attribute from Layer COP and wire your geometry into the geometry input.

  3. Configure Attributes that you want to create from a sampled layer and use for stamp points. For example, wire two Fractal Noise COPs into the Geometry Attribute from Layer COP and create pscale and Cd attributes.

  4. Add a Stamp Points COP and wire the Geometry Attribute from Layer COP into its points input. You now have attributes stamped along the points of your geometry.

Parameters

Class

The class of the Position Attribute and Attributes.

Primitive

A unit of geometry. See Primitives for more information.

Point

A point in space as defined by four numbers (X, Y, Z, W). See Points and vertices for more information.

Vertex

A point where lines meet. See Points and vertices for more information.

Space

The space that the Position Attribute uses to sample the layers.

Texture

Use texture space, which is 0 to 1 in the data window of the input. This provides normalized coordinates that're independent of the source’s aspect ratio. For example, use this space when looking up into a latitude and longitude map.

Image

Use image space, which is -1 to 1 in the display window of the input. This preserves square pixels for non-square aspect ratios. This space is invariant to cropping or overscanning.

World

Use world space, which is a 3D location in the modelling space.

Position Attribute

The attribute that samples the layers relative to the geometry. Use a float3 attribute for world space. You can use a float2 attribute for texture and image space, though the node takes the xy component if you use a float3 attribute.

Attributes

The number of attributes to insert onto the geometry.

Attribute Name

The name to use for the attribute created from the sampled layer. Use the dropdown menu to choose which data type to sample, which determines the new attribute’s type.

Input

Automatically determines the type of attribute to create from the current attrib# input.

ID

Takes an ID layer and creates an int attribute.

Mono

Takes a mono layer and creates a float attribute.

UV

Takes a UV layer and creates a float2 attribute.

RGB

Takes an RGB layer and creates a float3 attribute.

RGBA

Takes an RGBA layer and creates a float4 attribute.

Do Nothing if Unwired

The node doesn’t sample this attribute and insert it onto the geometry when the input is a null or unwired.

Inputs

geometry

The geometry from which to read the position attribute and insert attributes onto.

attrib#

The layer to sample and create attributes from. The amount of attributes and their details are based on the Attributes information.

Outputs

geometry

The original geometry with the new attributes.

See also

Copernicus nodes