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While the visualization interface lets you attach visualizations to specific nodes, sometimes you want to move the same visualization around to different nodes in a geometry network to inspect the geometry as it moves through the network. This node lets you do that by attaching visualizers to this node, then using a shortcut key to move this node around the network quickly.
Hover over a geometry node in the network editor and press X. Houdini will wire a visualize node onto that node and set the display flag.
Use the controls on the visualize node’s Visualizers tab or the visualizers interface to set up the visualization.
Hover over various nodes in the network and press X. The visualize node will automatically move and rewire as you go.
Pressing X again on the node with the visualize attached will unwire the visualize node.
Regardless of this setting, any visualizers in the Visualizer tab will be shown when viewing this node. But if this is set, the visualizers are also added to the list of visualizers on the geometry so they are passed down to later nodes.
Clear Incoming Visualizers
Don’t show any visualizers that were already on the node the visualize node is wired to. (Technically, this clears the
visualizers attribute on the incoming geometry.)
Normally geometry is displayed as wireframe or shaded according to
the viewport options. The
gl_wireframe detail attribute can override
this, and this allows it to be overridden. Note that in the case
of force shaded, normals are not recomputed so this is usually used
with no lighting.
For guide geometry, which are normally only drawn as wireframe, this allows them to also be drawn as shaded when using any of the shaded viewport modes.
Only unconnected points are normally drawn for point markers and
sprites. But the
gl_showallpoints detail attribute can be used
to override and show all points.
Houdini auto-cusps polygons whose angle crosses the global cusp
threshold. For some geometry (such as cloth or fluid surfaces)
this can introduce unwanted creases. The
override how this geometry data is cusped.
This applies to both Mantra and Houdini.
The following examples include this node.
This example shows various ways of fracturing along the edges of an input mesh using the EdgeFracture SOP.
This example shows how you can blend point positions taking into account their velocities, using the Sequence Blend SOP.
This example shows how to blend point attributes using a Sequence Blend SOP.
This example shows how to blend primitive attributes using a Sequence Blend SOP.
This example shows how to blend vertex attributes using a Sequence Blend SOP.