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While the visualization interface lets you attach visualizations to specific nodes, sometimes you want the visualization to carry down the network and live with the geometry rather than the node.
This allows the visualization settings of this node to be baked into the geometry’s attributes, causing it to always visualize with those settings even later in the network.
This also allows the adjustment of many other attributes that affect how geometry is displayed in the viewport.
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.
Viewport lighting can be disabled on geometry with the
detail attribute. This is useful when geometry already has
baked point colors and one doesn’t want the lighting to wash
Geometry can be drawn in X-Ray mode by enabling the
gl_xray detail attribute.
This can be used to make geometry visible when it is hidden behind other objects.
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.
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.
Points as Spheres
Draw points as spheres rather than as sprites or markers. This matches
the viewport Lit Spheres display option. The
is set to control this.
Controls whether blending is performed when drawing sprites, using the
gl_spriteblend detail attribute.
When disabled, no depth sorting or blending occurs, greatly increasing draw performance of sprites. Disabling blending is good for opaque sprites, like vellum grains.
Controls the alpha cutoff when Sprite Blending is disabled, using the
gl_spritecutoff detail attribute.
Pixels with an alpha value less than this cutoff value are discarded.
0 discards no pixels, while 1 only keeps fully opaque pixels. Values between 0.5-0.75 are generally good for opaque sprites with antialiased edges.