Houdini 22.0 Nodes Geometry nodes

Bake Pre-Process geometry node

Sets up rays for baking, with a visualization state.

Since 22.0

This node can be used as a pre-process for baking, and can setup your cage mesh (ray start positions), ray directions and ray end attributes, which the Bake Geometry Textures COP can use.

Additionally, it features a interactive viewport state which allows visualization of the ray start positions (cage), ray end positions, ray directions and more.

This is a direct copy of the Bake Pre-Process COP, either can be used to acheive the same result.

Parameters

Normals

Normal Mode

Geometric Normal

Sets the normals to the incoming existing geometric normals.

Smooth Normals

Promotes the normals to averaged point normals, then back to vertex again.

Override

Whether to override any existing normals.

Missing Normals:

How the node deals with low-resolution geometry that’s missing normals. For texture baking to work, the low-resolution mesh should have normals.

Message and Create Missing Normals

Produces a message if no normal attribute is present, but adds vertex normals weighted by vertex angle internally.

Error if Low Res Mesh Missing Normals

Produces an error if no normal attribute is present.

Warning if Low Res Mesh Missing Normals

Produces a warning if no normal attribute is present, but adds vertex normals weighted by vertex angle internally.

Silently Create Missing Normals

Silently adds vertex normals weighted by vertex angle internally.

Advanced Normal Creation Options

Cusp Angle

When computing vertex normals, if normals of vertices around a single point are less than or equal to this angle (in degrees) apart from each other, they will be averaged together, weighted by the vertex angle in each polygon.

Weighting Method

When set to By Vertex Angle, care is taken when computing normals to try to avoid issues introduced by sliver polygons and to weight contributions to normals by angle, so that triangulation won’t change normals significantly. When set to Each Vertex Equally, a faster, but less accurate, approach similar to the approach used by the Facet SOP, is used to compute normals, where each vertex is given equal weight around a point, and less checks are done for ensuring stability. When set to By Face Area, the behavior is similar to __Each Vertex Equally_, except that vertices on faces with more area will be given more weight when computing point normals. This is often used to fake the appearance of a smooth bevel for geometry with only a simple chamfer.

Soften Cage Group

The point or primitive group to apply softening to.

Soften Cage

Facets the geometry in certain ways before applying the Cage Offset. A soft cage isn’t faceted and ensures a seamless result across sharp edges, but can cause projection errors and skewed detail as the normals are averaged. An unsoftened cage (which is faceted) can fix this projection skewing, but can cause missing detail capture on sharp edges.

Soften Mode

The method to cut up the geometry. By Faces

Split the geometry across faces.

By UV Seams

Split the geometry across UV Seams. Requires a UV attribute.

By Edge Group

By a custom edge group.

Ray Offsets

Ray Start

Ray Start Offset

How far the duplicate mesh peaks out from the normals of the original low-resolution mesh. This is the ray start position or the 'Cage'.

Ray Start Mode

Uniform

No variable offset.

Scale by Attribute

Scale the ray start offset by an attribute value, multiplied against the Ray Start Offset.

Ray End

Ray End Offset

How far the duplicate mesh peaks in from the normals of the original low-resolution mesh. This is the ray end position. This will be turned into the raylength output attribute my calculating the distance difference between the Ray Start Offset and the Ray End Offset.

Ray End Mode

Uniform

No variable offset.

Scale by Attribute

Scale the ray end offset by an attribute value, multiplied against the Ray End Offset

No End

Endless rays, sets the raylength attribute to a value of -1, which the Bake Geometry Textures COP can recognize as endless rays.

Cage Output Attributes

Ray Start (Point)

The point attribute which lives on the cage output which stores the Ray Start Positions.

Ray Direction (Vertex)

The vertex attribute which lives on the cage output which stores the Ray Directions.

Ray Length (Point)

The point attribute which lives on the cage output which stores the Ray Lengths.

See also

Geometry nodes