|On this page|
The Reverse Operation allows you to reverse or cycle the vertex order for all faces.
This node duplicates functionality from the Face/Hull tab of the Primitive node.
Primitive and/or profile group to operate on.
Reverses U for faces, U & V for hulls
Reverses U or V.
Interchanges U, V. Preserves topology.
Cycles vertices by U/V Offset.
Amount to cycle vertices in U direction.
Amount to cycle vertices in V direction.
The following examples include this node.
This file demonstrates how the Copy CHOP can be used to copy channels and apply them to geometry.
This example demonstrates how to count impacts from a DOPs simulation using the Count CHOP. Then, using the values from the Count CHOP, we generate copies of a teapot.
This example demonstrates how to use the Lookup CHOP to play animation based on an event, or trigger.
This example demonstrates using the Noise CHOP to generate animation and apply it to geometry.
This example demonstrates how to take the animation from three separate objects, and sequence their animation into one animation on a fourth object.
This example shows how to use the Apply Relationship DOP to propagate constraints automatically and create an RBD simulation of a collapsing bridge.
This example demonstrates two fluids with different densities and viscosities interacting with a solid object.
This example creates a teapot shaped blob of liquid. It then uses surface tension forces to smooth the blob into a sphere.
This example demonstrates how to use POP Advect by Filaments to advect particles using the velocity field of a set of vortex filaments.
This example demonstrates dropping slices of bacon onto a torus. It shows how to extract a 2d object from a texture map and how to repeatedly add the same grain-sheet object to DOPs.
In this chain simulation, the individual chain links react to one another in an RBD sim.
A ghostly tetrahedron bounces around a box, its presense shown by its continuous emission of smoke.
This example actually includes eight examples of ways that you can use voronoi fracturing in Houdini. In particular, it shows how you can use the Voronoi Fracture Solver and the Voronoi Fracture Configure Object nodes in your fracture simulations. Turn on the display flags for these examples one at a time to play the animation and dive down into each example to examine the setup.
This example shows how to configure transparent shadows with deep shadow maps. The scene includes a transparent grid which casts a shadow on the scene. The renderer used is micropolygon rendering.
Ambient occlusion is a fast technique for producing soft, diffuse lighting in open spaces by using ray tracing. It is computed by determining how much of the hemisphere above a point is blocked by other surfaces in the scene, and producing a darker lighting value when the point is heavily occluded. This technique can be useful when you need a GI-like effect without paying the price for full global illumination.
With this particular example, an Ambient Occlusion light and some geometry is provided in the form of a Digital Asset. An Environment Light was used, and it’s parameters were promoted for easy access.
Decreasing the sample count allows you to improve render time at the expense of some additional noise in the render. The following render uses the same shader as the image above but decreases the samples from the default of 256 to 16. This value is set on the Sampling Quality under the Render Options tab of the Light.
If you have a smooth environment map, it is possible to replace the global background color (white) with the value from an environment map. You can also enable the Sky Environment Map under the Sky Environment Map tab.
This is an example of how to use the FindShortestPath SOP to find a path through geometry where certain edges are directed edges. Directed edges can only be traversed in one direction.
Try changing the start and end points, as well as the directed edges, to explore how the SOP avoids going the wrong direction, and cannot reach points with only outgoing edges.
This is an advanced example of how to use the FindShortestPath SOP to prefer "central" paths, based on centraily measures computed using FindShortestPath and AttribWrangle. This helps avoid staying too close to walls where avoidable.
Turn on the Display Option > Optimization > Culling > Remove Backfaces to see inside the space more easily. Try visualizing the different centrality measures using the switch node. The same example without considering the centrality of the path is demonstrated in a side branch of the SOP network, in order to see the difference.