Houdini 20.0 Nodes Geometry nodes

Feather Ray geometry node

For each point on a feather, find the closest point on some other geometry.

Finds the closest point on a secondary geometry. The information is stored in a set of feather attributes as a pair of primitive index and primitive uv attributes. For feather barbs, this creates another pair of attributes prim_barb(l/r) & primuv_barb(l/r) for each side.

In addition, you can import attributes from the closest point. For each imported attribute, the operator created a set of shaft & barb attributes to store information for every point on the feather. For example, importing a uv attribute from another geometry will create uv, uv_barbl and uv_barbr on the output.

Parameters

Group

The group of feathers to process.

Attributes

Vertex Attributes

Vertex attributes to import from the source geometry.

Point Attributes

Point attributes to import from the source geometry.

Create Prim Num Attributes

Create a primitive number attribute, identifying the closest primitive on the source geometry.

Prim Num Attrib

The name of the primitive number attribute to create.

Create Prim UV Attributes

Create a primitive uv attribute, identifying the closest location within the closest primitive on the source geometry.

Prim UV Attrib

The name of the primitive uv attribute to create.

Texture

Sample Texture

Sample texture values using a uv attribute picked up from the source geometry.

UV Attribute

The UV attribute to use for texture lookups.

Texture Type

Texture Image

The texture map to sample from.

Texture Primitive

The texture primitive to sample from. This looks up a texture primitive from the 3rd input.

Texture Path

The path of the texture map on disk.

Texture Primitive

The name of the texture primitive in the 3rd input.

To Attribute

The name of attribute set to write texture values to. This will create a set of barb attributes, i.e. Cd, Cd_barbl and Cd_barbr when chosing Cd as the base name.

Attribute Type

The type of attribute to create. (Scalar or Vector)

Inputs

Input 1

Groom Curves

Input 2

Skin Geometry

Input 3

Skin VDB and Texture Primitives

Input 4

Ray Geometry: The geometry to find the closest point on.

Outputs

Output 1

Groom Curves

Output 2

Skin Geometry

Output 3

Skin VDB and Texture Primitives

Geometry nodes