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How to ¶
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Open the preferences window |
In the main menus, choose Edit ▸ Preferences . |
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Find a preference |
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Change preferences |
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Preferences ¶
UI ¶
Whether Houdini uses the new user interface look. You must restart Houdini to see the change.
Whether Houdini shows the key and the name of the command in the viewer when you press a hotkey. This can be useful visual feedback to confirm that the hotkey command ran, or understand what happened if you accidentally press the wrong key.
Viewport
Show hotkey feedback at the bottom of the viewer.
Off
Don’t show hotkey feedback.
When this is on, Houdini shows tool notifications, help tips, and hotkey presses for the Message Duration, then hides them. When this is off, each message stays visible until the next message replaces it.
When Message Time Limit is on, the is the number of seconds tool notifications, help tips, and hotkey presses stay visible.
This is a global scale on contrast in the user interface. Custom color themes can also have their own individual contrast settings that are multiplied by this value.
Houdini always uses the colors defined in the current theme. This controls how much contrast secondary colors derived from the main colors have. (It is not like the contrast control on a TV where raising or lowering contrast moves all colors toward or away from one midpoint.)
Whether certain interfaces show animated transitions, for example when switches slide from left to right when you click them.
There is a separate preference for animated view transitions and node insertion in the network editor. See Animate Network Changes on the Network Editor page.
Scales the entire user interface. This is useful when using high DPI displays on Windows and Linux (on macOS Houdini automatically adapts to retina displays). You must restart Houdini to see the change.
This controls scrolling behavior at the start and end of scrolling views in certain parts of the user interface.
Stop at Edges
When scrolling reaches the start or end of a scrolling view, it stops instantly. This matches the behavior in traditional Houdini UI.
Drag Past Edges
You can scroll past the start/end of the view using the mouse wheel, but momentum from a previous flick will stop at the edge instantly.
Drag/Scroll Momentum Past Edges
You can scroll past the start/end of the view using the mouse wheel, and momentum from a flick will bounce past the edge.
When browsing for images in the File Open dialog, show thumbnails for each file.
The initial/default setting for the Show Simulation Cache option on the playbar. When turned on, Houdini highlights the cached simulation frames in blue on the timeline.
The initial/default setting for the Show Animation Cache option on the playbar. When turned on, Houdini highlights the cached animation frames in blue on the timeline.
Whether to draw lines connecting items at the same level in tree view.
The maximum number of pixels the pointer can move between mouse button press and release to count as a click.
The maximum number of pixels the pointer can move after mouse button press to count as holding the mouse button down.
The minimum number of pixels the mouse pointer must move before Houdini considers it a drag.
The minimum number of pixels the mouse pointer must move when selecting geometry before Houdini considers it selecting and moving the geometry.
Turns audio feedback on or off for different types of alerts. By default all audio feedback is off.
3D Viewers ¶
Whether the traditional Houdini viewer is Y-Up or Z-Up. The default is Y-Up. Solaris has a separate preference for Solaris based on the USD orientation.
The view Houdini switches to when you “home” the 3D viewer (Space + G or Space + H by default). The default is a 3/4 view.
The geometry display style Houdini switches to when press the “wireframe” key (W by default).
Houdini switches to the View tool when you hold or tap Space. When this is on, you can also hold Alt to switch to the View tool.
Orbit (Default)
As you tumble, Houdini keeps the view upright (aligned with the Up Axis).
Orbit, Stop at Poles
Same as Orbit, but Houdini stops tumbling at the poles to prevent going upside down.
Trackball
Rotates the view in the direction of the mouse movement, so the view can roll and go upside down. Can be harder to control than Orbit.
Continuous Trackball
The Trackball option remembers the start point when you press the mouse button, and as you move the mouse it updates the tumble direction relative to that point. This option updates the the start point continuously as you drag, so for example drawing little circles will roll the camera.
When this is on, Houdini automatically sets the view pivot based on the selection when you select geometry.
The following options control the defaults when you start Houdini. You can change the settings in the View tool’s operation toolbar.
Keep Current Pivot
Tumbling uses the current view pivot.
Set Pivot
Tumbling sets the view pivot on the geometry under the mouse pointer when you start.
Controls the plane in which you pan.
Last Home Location
Pans based on the last home distance and view pivot.
Geometry under Pointer
Pans based on the distance to the geometry under the mouse pointer when you start panning.
Controls the line along which you dolly.
View Normal
Moves in and out along the view direction.
Projected Direction
Moves toward and away from the geometry under the mouse pointer when you start dollying.
Controls how camera zooming works in the viewer.
View Center
Zoom centers on the center of the view.
Mouse Pointer
Zoom centers on the mouse pointer position when you start zooming.
When this is on, Houdini brightens geometry elements under the mouse pointer to make it clear what element will be selected if you click.
You can turn this off if you find the visual motion of the highlight distracting.
When this is on and the viewer is split into multiple viewports, Houdini will only update the “current” viewport as you work, and update the other viewports more slowly. This may allow the current viewport to update faster when you are working with split viewports in a very heavy scene.
The current viewport has the viewport menus (in the upper right corner) drawn in yellow. You can press Space + N (by default) over a viewport to set it as the current viewport.
Network Editor ¶
Sets the color Houdini uses for the network editor background.
From Theme
Use the current theme’s background color. You can adjust the color to be darker or lighter using the Lightness option.
Gray
Use the brightness of the current theme’s background color, but with no saturation. You can adjust the color to be darker or lighter using the Lightness option.
Custom
Specify a custom color to use as the network editor background.
When Background is From Theme or Gray, this lets you make the background darker or lighter.
When Background is Custom, this is the background color for the network editor.
See Node Info for more information.
When this is on, the info window automatically closes when it loses focus.
This setting is off by default on Linux because different window manager behaviors and focus-follow-mouse settings can make it unreliable.
Set the theme for the node info window. You can set it to use the current application theme, or have its own theme.
Set the theme for the TOPs work item info window. You can set it to use the current application theme, or have its own theme.
Set the theme for the USD prim info window. You can set it to use the current application theme, or have its own theme.
Animates certain transitions in the network editor for clarity (for example, zooming in/out, or moving nodes out the way when a new node is placed).
When this is on, you can go into the implementation network of locked digital assets. You can turn this off you can’t go into the implementation network of locked assets (dive targets still work). This may be useful at a studio to prevent non-technical users from accidentally diving into assets and being confused.
When this is on (the default), Houdini draws nodes that you might want to dive into (for example, unlocked assets, Geometry objects, subnets, and assets with dive targets) with a stacked look to show they're “dive-able”. When this is off, Houdini doesn’t use the stacked look for any nodes.
When this is on, if you drag an item in the network editor to the edge of the view, the view scrolls in that direction.
When Show Node Shapes is off in the Network Editor menus, Houdini uses a simple rectangle instread a rounded fallback shape.
When this is on, new compositing nodes have the image preview turned on when you create them. This does not affect existing nodes.
Each VOP node has a setting for whether it shows or hides certain inputs and outputs. This option control the setting on new VOP nodes when you create them. You can then interactively change the setting on any node. This does not affect existing nodes.
Show All Inputs and Outputs
The default. All inputs and outputs are visible on the node.
Show Only Connected Inputs/Outputs
The node only shows connected inputs and outputs, and hides inputs and outputs that aren’t connected to a wire.
Hide All Inputs/Outputs
The node doesn’t show inputs and outputs.
The network editor has hotkeys to set/unset various flags on nodes (for example, B to set the bypass flag). This controls what node(s) the hotkey affects.
Selection if Nodes are Selected
If one or more nodes are selected, the hotkey applies to the selected nodes. If there is no selection, the key applies to the node under the mouse pointer (if any).
Only Nodes Under Pointer
The key applies to the node under the mouse pointer (if any). Node selections do not affect the key.
Controls whether VOP inputs/outputs show the human-readable label (for example, Index of Refraction or the internal ID (for example, specular_IOR). The default is internal IDs. The labels are usually clearer by can take up more space.
Controls whether copying nodes in the network editor to Houdini’s internal clipboard also copies the node paths into the system clipboard.
Anti-aliases lines in the network editor. This has no effect on macOS (lines are always smooth there).
These settings are in “network editor units”, where one unit is the width of the default node shape.
The radius for snapping moved/placed nodes to align with other nodes. Increase this distance to make nodes more likely to move to align with other nodes when dropped.
The radius for snapping wires to connectors. Increase this radius to have wires jump onto connectors from farther away. Decrease it to have wires not jump to connectors until you get closer.
Shaking nodes disconnects them from their wires. This slider controls how far you have to move the mouse back and forth for Houdini to recognize a shake. If you are getting accidental disconnects because Houdini thinks you are shaking, you might want to decrease this. Turn the slider all the way down to disable shaking to disconnect.
These options control . A value of 0 means “no minimum/maximum”.
The minimum font size for node names, in network units (one unit is roughly one node width). If this is set to 0, there is no minimum size.
The maximum font size for node names, in network units (one unit is roughly one node width). If this is set to 0, there is no maximum size.
Show icons in hierarchical lists of nodes (for example, the node picker or the tree view pane).
When one or more visualizers are attached to a node, display the visualizer settings in a separate tab in the parameter editor.
Parameters ¶
When you revert all parameters on a node (using items in the gear menu in the parameter editor), or right-click a parameter and choose Revert to Default, this controls whether it also deletes any existing animation channels on the parameter.
When you revert all parameters on a node (using items in the gear menu in the parameter editor), this controls whether it also reverts parameters set to be invisible.
What Houdini should do when you delete a spare parameter.
Automatically Delete any References
Delete any channel references (such as ch() functions in expressions) on to the deleted parameter on other parameters. This is the default.
Delete Only Simple Channel References
Only delete references to the deleted parameter in other parameters if the reference is the entire expression (for example ch("./foo"). Houdini does not delete references if the reference is part of a larger expression (for example, ch("./foo") + 10).
Don’t Delete References
Don’t delete references to the deleted parameter in other parameters.
These options control how Houdini colors the background of parameters when the parameter is in certain animation states. You may want to avoid changing the colors since it will make it harder for other people to understand your parameter editor if it doesn’t use the standard colors.
However, there are situations where it could be useful to change the colors:
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To make them clearer for users with color perception issues.
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To de-emphasize states you don’t care about.
To de-emphasize all the states, turn the Tint Level down to minimum.
Even if you don’t change the colors, these options can be useful reminders of what the various colors mean.
Controls how much tinting changes the backgrounds of parameters. Lower values make the tinting less intense, higher values make it more intense.
A parameter value has changed from the keyed value but hasn’t been committed yet.
The parameter has a key at the current frame.
The parameter has an animation channel but doesn’t have a key at the current frame.
The parameter expression language is set to Python.
You have disabled this parameter’s animation channel from the Dopesheet user interface.
This parameter’s value is overridden by a CHOP node.
Tab Menu ¶
The number of recently used tools to show at the bottom of the tab menu.
Controls which node types appear in the tab menu for the network editor.
All, Even Overridden Assets
Shows all node types in the tab menu, even if the node type would normally be hidden, for example nodes overridden by a later version.
Only Preferred Versions (Default)
Shows the preferred variant of each node type in each namespace. When this is on, the tab menu can show multiple node types with the same base name if they are in different namespaces.
Single Node from the Preferred Namespace
Shows the prefered variaint of each node type across all namespaces. This is on, the tab menu will only show the node type from the highest priority namespace (configured with the HOUDINI_OPNAMESPACE_HIERARCHY environment variable) if there are multiple variants with the same base name in different namespaces.
Pane Tabs/Desktops ¶
“Desktops” are saved pane tab layouts.
The initial desktop to use when Houdini starts up.
You can override this on the command line with the -desktop option, for example houdini -desktop Solaris.
When this is on, if you change the pane layout or add or remove pane tabs, Houdini automatically saves the changes to the current desktop. When this is off (the default) you can choose Desktop ▸ Save Current in the main menus to save changes manually.
Whether to color code pane tabs.
Off
Pane tabs use the theme color, without color coding.
By Pane Type
Houdini colors pane tabs according to the type of pane (for example, viewers, Solaris, animation, and so on).
By Network Type
Houdini colors pane tabs according to the pane’s current network type (for example, Object, SOPs, LOPs, and so on).
When Color Pane Tabs is not Off, this controls how Houdini colors the pane tabs.
Tab Only
Houdini colors the tab at the top of the pane.
Tab and Pane Header
Houdini colors both the tab and the pane header (if the pane type has a header).
Tab Stripe Only
Houdini colors the stripe at the top of the tab, not the tab background or label.
When Color Pane Tabs is not Off, this controls how intense the tab coloring is.
When this is on, Houdini draws icons in pane tabs to show the pane type. This may help find pane types quickly, but takes more space.
When Show Icons in Pane Tabs is on and this is on, Houdini tints the icons by to the type of pane (for example, viewers, Solaris, animation, and so on). When this is off, Houdini tints the pane tab icons using the current theme.
These settings affect the desktop manager (Desktop ▸ Desktops Manager in the main menus).
Shows all files in the desktop manager, even if they don’t seem to be desktop files.
Controls what the desktop manager does with the existing file if you edit a file path interactively in the manager. The default is for Houdini to ask whether you wanted to move or copy the file to the new path. You can change this to always copy or always move.
Animation ¶
When this is on, any change you make to a parameter value automatically creates a keyframe. When this is off (the default), you have to manually create keyframes (for example, by pressing K, or alt-clicking the parameter, or right clicking the parameter and choosing Keyframes ▸ Set Keyframe).
See animation basics for more information about setting keyframes.
When this is on, Houdini creates keyframes for all components of the parameter, not just the one that changed. This is important when animating handles. The default is off.
If this is on, when you change a parameter that already has a keyframe at the current frame, Houdini automatically saves the change as the new keyed value. You do not need to explicitly key the values. The default is on.
Automatically turns on the “auto-add to channel list” flag when creating a channel. This is for advanced use cases where Add Parameters with Animation isn’t enough.
When this is set to a number, Houdini creates an extra keyframe at the specified frame (usually frame 1) when you set the initial keyframe in a channel. If this is blank, Houdini doesn’t add extra keyframes. The default is blank (no extra keyframes).
This controls what happens when you press K to add a key in the viewer, or click the big key button in the playbar.
Commits Pending Keys
Sets keys on any parameters in the channel list that have pending (uncommitted) changed. This is the default.
Sets Keys on All Channels
Sets keys on all parameters in the channel list.
Sets Keys on Selected Channels
Sets keys on the selected parameters in the channel list.
Controls the background color of the animation editor. You can choose Black, Dark Gray, Medium Gray, Light Gray, or use the background color of the current theme, or choose a custom background color. The default is Black.
The segment function Houdini uses for newly created curves between keys. The default is bezier().
The segment function Houdini uses for newly created curves between keys on rotation parameters. The default is bezier().
Best for Interpolation
Houdini automatically chooses the best function to interpolate between added keyframes.
Manual
Houdini uses the function you specify.
When New Segment Type is Manual, this is the type to use for new segments.
Manual
New keyframes have the slop set by the Manual Slope preference below.
Manual, Set from Existing Curve
New keyframes have a manual slope with a slope value set to the slope of the existing curve at that frame.
Automatic
Houdini automatically adjusts the slope orientation into and out of a keyframe depending on the location of the keyframe in relation to the keyframes around it.
When New Segment Slope is Manual, this is the slope for new animation curve segments.
When this is on, Houdini automatically modifies channels to hold the value of the last keyframe until the end of the animation. This lets you insert keyframes repeatedly without changing the interpolation of the last segment.
When this is on and you select a node, Houdini adds the node to the channel list. The preferences under On Update, Add Parameters control which parameters on the node Houdini adds to the channel list.
These parameters control which parameters of a selected node Houdini adds to the channel when Update the Channel List When I Select a Node is on.
Adds parameters with the autoadd flag.
Adds any parameters that already have keyframes.
When this is on, the channel list expands the selected nodes to include child nodes.
When this is on, the channel list expands the selected nodes to include constraint nodes.
Keeps the channel list selection when nodes are re-selected. When this is off, the channel selection state resets based on the auto-select flag.
When this is on and you add parameters to the channel list, Houdini opens a new animation editor window there isn’t one already visible.
When this is on, the channel list follows channel references and CHOP exports. When this is off, you will see the result of the expression in the graph editor, but will not be able to edit any keyframes.
When this is on, parameters that are in the channel list show a small dot in the bottom right corner of the parameter in the parameter editor.
When this is on, the color of the channel dot in the parameter editor uses the channel’s curve color in the animation editor.
When this is on, parameters of the selected node(s) that are currently overridden by CHOPs appear in the Motion FX view pane.
If this is on and you load a file with animation on a parameter that doesn’t exist, Houdini creates spare parameters for the animation. If this is off, Houdini discards animation for non-existant parameters.
This can be useful when loading an old scene file is from an older version, or uses an old version of an asset. However, you can turn this off if you do not want to clutter your nodes with obsolete parameters.
Solaris (LOPs, USD) ¶
This controls whether new LOP networks are set to load payloads in the viewer by default.
You can always change whether individual payloads are loaded or unloaded in the scene graph tree pane. However, if you are working with very large/complex USD files, you may want to turn this off so when you reference in a layer all its payloads begin unloaded. Otherwise with a very complex layer could slow down Houdini until you manually unload the payloads.
You can unload Payloads with an opinion at the USD level, as authored by a Configure Stage node, and also at the viewer level, using the Load column in the scene graph tree. This preference only affects the viewer level.
Tip
See the Loft Payload Info LOP for how to store metadata about payloads (when they are loaded) so when they are unloaded you can still see their type and bounding box.
The scene graph tree can control the loading of payloads in the viewport’s USD stage in a way that overrides and payload loading specified in a Configure Stage LOP. If you turn this off, the scene graph tree will only allow the viewport to load payloads that are also loaded in the LOP Network. The default is on.
Turning this off can be safer in LOP node graphs where the Configure Stage node behaves differently for viewport display and final renders (based on a context option, for example).
When this is on, the scene graph tree can instruct the viewport to load payloads that are explicitly unloaded by the LOP Network. This gives you more flexibility over what payloads the viewer loads even if the LOP Network isn’t loading all payloads.
Typing in primitive path parameters offers auto-complete for paths. You can turn this off if you are working with an extremely complex file where there are so many primitives just listing them is slow.
When this is on (the default), Reference and Sublayer LOPs that don’t have their first input connected use the file they reference/layer as the asset resolver context.
In some cases the asset resolver context needs to be more strictly controlled, and using the first layer loaded onto the stage can be disruptive. If your pipeline uses this style you can turn this option off. When this is off, Houdini gets the asset resolver context based on parameters on the LOP network.
In versions of Houdini prior to 21.0, the default for this preference was “off”. Houdini 21.0 switched this preference to “on” because the Shot Builder feature by default will embed version pinning choices into generated USD files. With this option on, these pinned version choices will be picked up by Houdini’s asset resolver even when loading the USD stage using a default Sublayer node.
Controls what node panes other than the viewer show.
Node with Display Flag
Non-viewer panes show the output of the node with the display flag.
Current Node
Non-viewer panes show the output of the current (last selected) node.
You can create overrides in the scene graph tree pane, such as toggling visibility. These overrides, indicated by a red dot in the pane, only affect an internal “viewport stage” used by the viewer, overlayed on the “real” stage.
When this is off (the default), non-viewer panes (such as the scene graph details pane) show the state of the “real” USD stage, not the “viewport” stage. When this is on, non-viewer panes show the overlayed viewport stage, rather than the underlying “real” stage constructed by the network.
For example, when this is off, if you hide a prim from the viewer using the scene graph tree, the details pane will still show it as visible.
In addition to viewport overrides created in the scene graph tree, the hou.LopNetwork.editablePostLayers method creates “post-layers” on a LOP Network that affect both the viewport and final renders. When this is off, the scene graph tree and scene graph details panes ignore the post-layers. This can be useful for debugging post-layers, otherwise you should leave this off.
Controls whether file paths shown in the scene graph layers pane are before or after the resolver.
These preferences control the default values on newly created LOP nodes. You can edit the values after the node is created.
The prim path parameter value on new LOP nodes. This controls the path at which Houdini creates a new prim in the USD scene tree. The default expression /$OS puts the prim at the root level and names the prim after the node ($OS means the name of the current node).
It’s a good idea for people working in LOPs to edit the primitive path whenever they put down a LOP that creates a prim, because the default is not a very good general policy.
You may want to use a different expression for your studio, or for different departments (for example, /World/$OS or /Layout/$OS), but it should include $OS to help avoid namespace collisions.
The collections prim path parameter on new LOP nodes. This controls the path on which Houdini adds collection attributes. The default is /collections. You may want to use a different path for your stuido (for example, /World/collections).
When Houdini tries to create a collection attribute on the primitive, if the prim doesn’t already exist, Houdini will create a prim of this type.
LOP nodes that create lights will generally put them under this prim (creating the prim if it doesn’t exist), though some will allow you to choose a different prim. The default is /lights.
You may want to choose a different default place to create lights for your studio, or for different departments (for example, /World/lights or /Layout/lights).
LOP nodes that create or reference cameras will generally put them under this prim (creating the prim if it doesn’t exist), though some will allow you to choose a different prim. The default is /cameras.
You may want to choose a different default place to create cameras for your studio, or for different departments (for example, /World/cameras or /Layout/cameras).
The default value for the Transform Description parameter on Transform LOP nodes. Houdini appends this to the transform attribute name. The default is $OS (the node name), to avoid naming collisions with attributes created by different nodes. Collisions can cause unexpected results, where the Transform node overwrites an existing transform rather than creating a new one.
You may want to change this based on your studio’s own transform attribute naming conventions.
From Houdini’s Unit Length
New LOPs get their “meters per unit” value from the current Houdini unit length preference (usually 1 unit = 1m). You can override this on an individual layer using a Configure Layer LOP.
Manually
Specify the meters per unit using the Meters per Unit preference below.
When Set Meters per Unit is Manually, this is the default meters per unit for new layers. You can override this on an individual layer using a Configure Layer LOP.
To USD Standard Default
Houdini uses the USD API to get the default “Up Axis” value.
Manually
Specify the up axis using the Manual Up Axis preference below.
When Set Up Axis is Manually, this is the default up-axis for new layers.
Objects and Geometry ¶
Controls whether the viewer shows the output of from the node with the display flag, or the output of the current (last selected) node.
Draw a yellow outline around selected objects in the viewer.
Selects the tab in the parameter editor that contains the first parameter that is referenced by any channel in the selected object (if there are any channels).
This controls the default when you start Houdini. You can change the current setting using the icon menu in the top right corner of the viewer.
New Object
Creating geometry from the shelf creates a new object to contain it.
Current Context
Creating geometry from the shelf adds it to an existing object.
If you turn this off, tools/actions always prompt for a new selection, even if a selection already exists.
When Secure Selection is on, you must switch to the Select tool (hold or tap S) to change the selection. When Secure Selection is off, you can select objects/components in any tool without having to switch to the Select tool.
This controls the default. You can change the setting using the secure selection icon button on the left side of the viewer.
These preferences control the defaults for the Select tool. You can change these settings in the Select tool’s operation toolbar.
By default, box/lasso selection ignores hidden geometry.
When this is on, loop selections in the viewport create full loops even if this means passing through regions of irregular topology. When this is off (the default), loops stop if they reach a point with multiple “exits”.
For example, if you select a vertical (longitudinal) edge on a polygon mesh sphere, turning this on lets you select a loop that passes through the poles of the sphere. If this option is turned off, the loop will stop at the poles.
Nodes created using shelf tools interactively in the viewer have their highlight flag turned on. For SOPs this controls whether the node creates a cook selection.
SOP tools can update the selection type to match the type of component the tool operates on.
This addresses the situation where you've selecting one component type (for example edges), but the node takes that edge selection, and generates output of a different type (for example faces). In that case, you would see a face selected in the viewport, but if you started selecting, you would still be selecting edges. When this option is on, if for example the node generates faces, Houdini automatically switches the selection mode to faces.
If you change this preference while a tool is active, you may need to leave and re-enter the tool for this to take effect. Not all tools support this preference.
Whether to automatically turn on the Construction Plane option when entering these tools.
Turn on the construction plane automatically when entering the Curve tool at the OBJ level.
Turn on the construction plane automatically when entering the Curve tool at the SOP level.
Turn on the construction plane automatically when entering the Bones tool.
Turn on the construction plane automatically when entering the Path tool.
Maximum number of pixels the mouse pointer can be from geometry to select it.
Never
When an object is parented, it jumps to where its local transforms put it relative to the parent.
Always
When an object is parented, Houdini edits its local transforms so it stays in the same position relative to the parent.
Use Object Parameter
Houdini decides based on the Keep Position When Parenting parameter of the child object node.
Never
If you move a parent, the children also move relative to the parent.
Always
If you move a parent, Houdini edits the local transforms of its children so they stay in the same position.
Use Object Parameter
Houdini decides based on the Child Compensation parameter of the parent object node.
None
No kinematic override.
IK Rest Pose
Houdini cooks Bone objects at their rest positions. The rest positions control how Houdini solves Inverse Kinematics for the bones.
Capture Pose
Houdini cooks Bone objects at their capture positions. Houdini uses the bone capture positions when capturing skin geometry using the Capture and Capture Proximity SOPs.
When this is on you can’t modify object pre-transforms.
Higher values make Houdini try harder to keep the cache size down, saving memory at the expense of speed.
id: sopcache.level.val
The size in megabytes of the SOP cache. The default is 1024 (1 GB).
To turn off caching on all objects without setting their individual Cache data options, set the memory limit to 0` and click Clear cache.
The amount of memory to use to cache object transforms.
Whether Houdini uses the Memory Limit.
Click this button to clear the Object cache immediately.
Handles ¶
Handle parts that are locked are not visible in the viewer. Reload the file to see this change on existing handles.
If you turn this is off, Houdini draws handles with one color instead of color-coded parts.
Keeps Current Handle Alignment
If the selection changes, the handle maintains its current alignment.
Resets Handle to Default Alignment
If the selection changes, the handle resets to the default alignemnt.
Controls the size of handles in the viewer.
Maxium number of pixels the mouse pointer can be from the handle to manipulate it.
You can right click a handle and choose to align it to the normal of a polygon. This controls which axis of the handle Houdini aligns to the normal.
Do Not Change
The channel list stays the same.
Add the Channels
Append the handle parameters to the existing contents of the channel list.
Reset to the Keyframed Channels
Replace the contents of the channel list with the handle parameters.
When this is on, if you keyframe a handle, Houdini opens a floating animation editor if an animation editor is not already visible.
The initial orientation for transform handles in the 3D viewer.
When turned on, rotation handles in the 3D viewer start in gimbal mode. In gimbal mode, the rotation rings are always aligned so manipulating them only affects the angle of the corresponding axis.
Whether the Light and Camera Object handles start in Local or World space.
When this is on, Houdini draws the move axes pointing toward and away from the viewer. When this is off, Houdini only draws the axes pointing toward the viewer. The default is off.
Houdini draws planes between the move axes. Dragging these widgets moves the handle along two axes at once.
When this is on, dragging between the handle’s move axes moves the handle along two axes at once.
When Show Negative Axes is on, Allow Dragging Between Move Axes is on, and this is on, if a drag is both over a back-facing move axis and between two forward facing axes, Houdini will interpret it as a planar drag.
When this is on, Houdini draws a line during planar drags to show the distance the handle has moved across the plane.
You can drag on the invisible “trackball” defined by the rotation rings to free-rotate the handle.
When this is on, Houdini hides a rotation ring if it’s parallel to the view direction.
When this is on, Houdini shows an extra ring perpendicular to the view. Dragging this ring rotates the handle around the view direction.
Axes
Dras a “standard” scale handle, with lines representing scaling along different axes.
Cloverleaf
The scale handle from old versions of Houdini, with curvy planar shapes representing scaling toward/away from different axes.
When this is on, dragging in the viewer with a handle visible will manipulate the handle, without you having to drag directly on the handle.
Not all handles support this option. When multiple handles are visible, Houdini manipulates the handle closest to the mouse pointer that supports this option.
Controls how indirect dragging affects a move (translate) handle.
Map Drag to Axis
Moves the handle along the axis best matching the mouse movement.
Map Drag to Construction Plane
Moves the handle across the construction plane (or the view plane if the construction plane is off).
Drag Across View Plane
Moves the handle across the plane perpendicular to the view direction.
The “spider” handle combines a move and rotate handle. It is sometimes used on character joints.
Map Drag to Axis
Moves the handle along the axis best matching the mouse movement.
Map Drag to Construction Plane
Moves the handle across the construction plane (or the view plane if the construction plane is off).
Drag Across View Plane
Moves the handle across the plane perpendicular to the view direction.
For handles with both translate and rotate parts, this controls whether indirect dragging moves or rotates.
For handles with both translate and vector rotation parts, this controls whether indirect dragging moves or rotates.
For handles with both translate and scale parts, this controls whether indirect dragging moves or scales.
Motion Path ¶
The color to use to draw the motion path. This color is only used when Visualization is set to Timeline.
Timeline
Draws the motion path as a line with keyframe ticks in a single color.
Pre/Post
The path ahead is dimmer than the path behind the current time.
Velocity
The colors along the path indicate the rate of change in position over time. Cool colors indicate slowing, and warm colors indicate speeding up.
Acceleration
The colors along the motion path indicate the rate of change of velocity for the selected joint over time. Cool colors indicate deceleration, and warm colors indicate acceleration.
The color ramp to use when Visualization is set to Velocity.
The color ramp to use when Visualization is set to Acceleration.
Curve
Draw the motion path as a thin curve.
Ribbon
Draw the motion path as a wide ribbon.
When Look is Ribbon and this is on, Houdini draws a filled ribbon. When this is off, Houdini draws a wireframe ribbon.
When Look is Ribbon, this controls the width of the ribbon.
Draw frame numbers for the keyframes.
Draws an arrow pointing to the current frame on the curve.
Houdini shows tangent handles at each keyframe. You can drag these handles to change the shape of the motion curve between key poses.
Draws short perpendicular lines along the curve representing frames.
Controls the the size of the ticks. Increase this for longer ticks, or decrease for shorter ticks.
Controls the density of the ticks. When this is 1, Houdini shows ticks for every frame. If you set it to 2, Houdini shows every other frame, it you set it to 3 Houdini shows every third frame, and so on.
When this is on, the length of the ticks depends on their proximity to the skeleton during its animation.
When Variable Tick Length is on, this is the distance (in Houdini units) from the skeleton at which the keyframe tick size are smallest.
When this is on, the Frames Before and Frames After preferences control how many frames of animation the motion path shows before and after the current frame. When this is off, the motion path shows all frames in the current frame range.
When Limit Number of Frames is on, the number of frames before the curren time the motion path shows.
When Limit Number of Frames is on, the number of frames after the current time the motion path shows.
Sample times between frames to create a smoother curve.
When Smooth Values Between Frames is on, the number of samples to take between each frame. Higher values give a smoother curve, but may hurt performance.
Controls what the motion path shows when the before/after range goes past the current frame range.
Stop
Truncates the motion path at the frame range start/end.
Loop
Frames past the end of the range show motion from the start of the range, and frames past the start of the range show motion from the end of the range.
APEX Handles ¶
These settings control the intial/default settings for APEX Animate handles. You can change these settings on individual handles.
These buttons let you quickly set the preferences on this page to match common setups.
Houdini
Sets the preferences to match Houdini defaults.
Traditional
Sets the preferences to match the look of manipulators in some other animation software.
When this is on, handles appear in all split viewports. When this is off, each handle only appears in the viewport under the mouse pointer.
Draws a small label describing the handle part near the mouse pointer, for example “Rotate X”.
Show Houdini’s value ladder when you press on a handle part.
When a handle is visible you can drag in empty space to manipulate the handle without having to be exactly on it. This controls which handle part indirect drags affect.
Selected Part
Indirect drags affect the last handle part you clicked (highlighted in yellow).
Closest Part
Indirect drags affect the part closest to the mouse pointer when you start dragging.
Adjusts the size of the handles in the viewer.
Adjusts the line width Houdini uses to draw the handles.
Adjusts the brightness of the handles in the viewer. You may want to change this depending on which view background color you use.
When this is on, Houdini changes the handle type automatically when you select a primary control.
Turn this on to set separate default 3D alignments for move handles, rotate handles, and scale handles. When this is off, you can set one alignment for all handle types.
When Separate Defaults for Move, Rotate, and Scale is on, this sets the default 3D alignment for move handles. When Separate Defaults for Move, Rotate, and Scale is off, this sets the default alignment for all handle types.
When Separate Defaults for Move, Rotate, and Scale is on, this sets the default 3D alignment for rotate handles.
When Separate Defaults for Move, Rotate, and Scale is on, this sets the default 3D alignment for scale handles.
Houdini draws flat square grab handles between the move axis arms. Dragging these widgets lets you move freely across the plane defined by the two adjacent axes.
How Houdini draws the grab widget at the center of the move handle. Dragging this widget lets you move freely across the view plane.
Cube
The center widget is a shaded cube.
Box
The center widget is an empty rectangle.
Controls where Houdini draws move arrows in combination move/rotate handles. (See full transform mode.)
Inside
The move arrows are inside the rotation rings, projecting from the center.
Outside
The move arrows are outside the rotation rings, projecting from the rotation sphere.
Controls where Houdini draws the planar drag widgets in combination move/rotate handles. (See full transform mode.)
Inside
Draw the planar drag widgets inside the rotation rings.
Outside
Draw the planar drag widgets outside the rotation rings.
The length of the axis move arms in translate mode, and in full transform mode when Draw Move Arrows is Inside
The space between the handle center and the start of the the axis move arms in translate mode, and in full transform mode when Draw Move Arrows is Inside
The length of the axis move arms when Draw Move Arrows is Outside
The space between the rotation sphere and the start of the axis move arms when Draw Move Arrows is Outside.
Adjusts the size of the arrow tips on the translate axes.
Adjusts the size of the center widget.
Adjusts the size of the planar drag widgets.
How Houdini interprets drags on the rotation rings.
Around Ring
Houdini uses closest point to the mouse pointer on the ring, so you rotate by dragging along the path of the ring.
In Straight Line
Houdini uses the distance from the drag start, so you rotate by dragging along a straight line.
How much of the rotation ring face away from the view direction to draw. When the slider is all the way to the left, Houdini only draws the half ring facing toward the viewer. When the slider is all the way to the right, Houdini draws the full rings.
Whether to draw grab handles at the points where the axis rings. Dragging these widgets lets you rotate the handle freely.
When Grab Dots at Ring Crossings is on, this controls the size of the dots.
Whether to draw a “trackball” sphere inside the rotation rings in combination move and rotate handles. You can drag the sphere to rotate the handle freely. The trackball sphere is only visible when the mouse pointer is over the handle. (See full transform mode.)
When Draw Rotation Sphere in Move + Rotate Handle is on, this controls how Houdini draws the trackball sphere.
Filled
Fills the trackball circle with a semi-transparent color.
Outline
Draws the trackball circle as a hollow border.
When Rotation Sphere Look, this controls the size of the trackball sphere. This is relative to the size of the rotation rings. A value of 1.0 draws the trackball the same size as the rotation rings. Smaller values draw the trackball inside the rings. Larger values draw the trackball outside the rings.
Controls the size of the extra rotation ring in the view plane. This is relative to the size of the rotation rings. A value of 1.0 draws the trackball the same size as the rotation rings. Smaller values draw the view rotation ring inside the rings. Larger values draw it outside the rings.
APEX Controls ¶
Whether you can start a drag on an unselected control to manipulate it, or if you must click to select the control first.
Whether to show or hide control groups.
Whether you can use skin controls.
Whether controls are visible behind objects.
When See Controls Through Skin is on, this controls how transparent controls behind objects appear. Lower values are more transparent.
Whether to show or hide controls while the animation is playing.
Whether to show or hide controls while you drag the current frame along the timeline.
Whether to show or hide controls while you drag a handle.
Overlays ¶
Master switch for displaying or hiding all overlays.
You can press ⇧ Shift + F1 to collapse or expand the tool info overlay. When this is on, the collapsed/expanded state is the same for all tools. When this is off, Houdini remembers the collapsed/expanded state of the tool info separately for each tool.
Whether to show the tool info overlay in the viewer. You may need to update the view (for example, by tumbling) and/or change tools to see the change.
Controls the size of the tool info overlay. You may need to update the view (for example, by tumbling) and/or change tools to see the change.
Whether Houdini draws a shadow under the overlay graphics.
Whether Houdini draws a background rectangle behind the overlay graphics. You can change the color and transparency of the background using the Background Color option below.
The color Houdini uses to draw labels in the tool info overlay.
The color Houdini uses to draw values in the tool info overlay.
When Background is on, the color of the background rectangle behind the overlay graphics.
HUD Sliders ¶
You can drag parameters from the parameter onto the viewer to create floating widgets that control the parameter. Some tool states also show their own floating parameter widgets. These preferences control the appearance of the floating widgets.
Master switch for showing or hiding all floating parameter widgets.
Whether to show a toolbar above the widgets. Buttons on the toolbar let you lock the widget position, set and remove keys, lock or unlock the value, and revert the value to the default.
Whether to show the name of the parameter above the widget.
You can “dock” widgets together so they move as one unit. This controls whether docked widgets show the name of the parameter above the widget.
Whether to show a slider next to numeric parameters. When this is off, numeric parameters only show a text box for editing the number.
When you drag a numeric parameter with two or more components into the viewer, you can choose to create a “trackpad” widget. This controls whether to show the trackpad widget. When this is off, trackpad widgets only show text boxes for editing the numbers.
Whether to show the parameter label next to the widget.
When Label is on, this controls the color of parameter labels in floating parameter widgets.
Whether Houdini draws a shadow below floating parameter widgets.
Whether Houdini draws a filled rectangle behind floating parameter widgets. You can change the color and transparency of the background using the Background Color option below.
The color for non-label text in floating parameter widgets.
When Background is on, the color of the background rectangle behind floating parameter widgets.
You can drag in the viewer to indirectly manipulate the handle nearest to the mouse pointer. This controls what happens when a floating parameter widget is the closest “handle”.
Off
Indirect manipulation does not change floating parameter widget values.
Single
If a parameter has multiple components, indirect manipulation only affects the component closest to the mouse.
Tuple
If a parameter has multiple components, indirect manipulation affects all components.
All
When multiple widgets are docked togther, indirect manipulation affects all components on all docked widgets.
Controls where Houdini creates the floating widget when you drop a parameter on the viewer.
Bottom Left
Adds the widget in the bottom left corner of the viewer. Each new widget stacks on existing widgets.
Mouse Pointer
Adds the widget where you dropped the parameter.
Controls the size of floating widget parameters.
OCIO ¶
The preferences on this page let you set the current OpenColoIO color space and transform, and associate file types with color spaces. See color management in Houdini for more information.
Scripting ¶
Apply syntax coloring to expressions in parameters.
Highlight matching bracets and quotes in parameters.
Show help for expression functions as you type in parameters.
When this is off, right-clicking a parameter and choosing Expression ▸ Edit Expression/String opens a Houdini text editor window you can use to edit the parameter contents. If you turn this on, Houdini runs the external program specified in the $EDITOR environment variable instead of showing the Houdini text editor.
Houdini writes the parameter contents out to a temporary file, then launches the external program in $EDITOR with the temporary file path as an argument. Houdini freezes until the external program exits. Then Houdini copies the (possibly edited) contents of the temporary file back into the parameter.
If you are using a GUI editor application, you need to pass arguments in $EDITOR to set the text editor to launch a new process instead of switching to an existing copy of the application, and not detach from the starting process. For example, to use VS Code as the external editor, $EDITOR should be:
code --new-window --wait
Apply syntax coloring to expressions in the text editors.
Highlight matching bracets and quotes in the text editors.
Show a toolbar with common text commands above text editors. This preference does not apply to multi-line parameters.
Show line numbers in the left margin of text editors.
Increases or decreases text size in text editors. The default is 100.
Apply syntax coloring in the HScript textport.
Highlight matching bracets and quotes in the HScript textport.
Show help for HScript commands as you type in the HScript textport.
Auto-complete in the HScript textport does not require an exact match.
Syntax Colors ¶
The controls on this page let you choose the syntax highlighting scheme, and create and edit your own syntax coloring schemes.
Browser and Help ¶
If your studio runs a central help server, you should turn this on so and set the External Help URL to the root URL of the help on the server. This prevents Houdini from starting and using its own local server in the background.
When Use External Help Server is on, Houdini uses this as the base URL to open help. Set this to the root URL of the help on your central help server.
When Use External Help Server is off, Houdini starts a small local server to serve help files to the browser. This is the network address the local server binds to.
-
The default is
127.0.0.1(also known aslocalhost), the “loopback” or local-only interface. Using this means the local server is only reachable on the local computer. -
If you set the address to
0.0.0.0accepts connections on any address. This lets other computers on the network access the local help server on this computer. -
If your computer has mutliple network interfaces, and want the local server to bind to one of them, enter the interface’s IP address.
Whether Houdini should bind the local server address using IPv6. Only turn this on if you know you are running an IPv6 network and you want to serve the local help server over IPv6.
General ¶
Houdini opens the start window whenever it launches. The start window has shows recent files, template files, and links to tutorials. You can open the start window at any time by choosing Help ▸ Start Here.
You can also change this preference using the Help ▸ Open “Start Here” Window at Startup menu item.
Allows Houdini to send anonymous usage statistics to SideFX. We will use this information only to improve Houdini and plan new features.
Learn more about anonymous statistics"The maximum amount of memory Houdini should use to store undo state. The higher the memory, the more history you can possibly undo.
The length, in memters, of one Houdini scene unit. You can use the preset menu to choose from common conversions, such as inches. Some unit-specific simulation nodes (DOPs) use this preference.
The length, in memters, of one Houdini scene unit. You can use the preset menu to choose from common conversions, such as ounces. Some unit-specific simulation nodes (DOPs) use this preference.
Whether Houdini should show a warning dialog when you load scene files containing nodes that SideFX has marked as “deprecated” (subject to removal in future versions of Houdini). The default is off.
What Houdini does when you choose File ▸ Save. These options do not affect File ▸ Save As.
Overwrites File
Replaces any existing file on disk with the new contents.
Overwrites File but Makes Numbered Backup
Makes a copy of any existing file as ‹name›_bak‹num›.hip in a backup folder next to the file, the replaces the original.
This is the default.
Saves New File with Incremented Number
If the file name contains a number, Houdini saves to a name with the number incremented by one. For example, if this is on and you have my_file1.hip open, when you choose File ▸ Save Houdini will save the file to my_file2.hip. The next time you choose File ▸ Save it will save to my_file3.hip, and so on.
Houdini saves the current viewpoint and settings of viewers to the scene file on disk so the view is the same when you load the file again. This controls which viewers saves the state for.
Visible Viewers
Saves the state of viewers that are currently shown. This is the default.
Existing Viewers
Saves the state of all viewer panes that have shown in this session, whether they are currently shown or not.
All Viewers
Same as Existing Viewers, but also saves any stashed commands for viewers which haven’t yet shown in this session. Unless you are manually manipulating viewers using HScript, this is exactly the same as Existing Viewers.
You can choose to save files as Plain Text instead of Binary. Although plain text files will be much larger, this could be useful in special circumstances, for example if you need to store your scene files in a textual version control system.
You can always save a plain text version of the current file using File ▸ Save As Plain Text.
Whether Houdini automatically saves the current file every few minutes. You can change the frequency with the Save Every option below. The default is off (no auto save).
When Auto Save is on, this controls how often, in minutes, Houdini automatically saves the file.
Overwrites File
If the file exists, the auto save file overwrites it. This is not recommended.
Overwrites File but Makes Numbered Backup
Auto save makes a copy of any existing file as ‹name›_bak‹num›.hip in a backup folder next to the file, the replaces the original.
This is the default.
Saves New File with Incremented Number
If the file name contains a number, Houdini auto-saves to a name with the number incremented by one.
This ramp controls which colors Houdini assigns to timings in the performance monitor.
-
Click a ramp point to select it.
-
Drag a point to move it horizontally.
-
Select a point and type a percentage (0-100) in the text field to set its position exactly.
-
Double click a ramp point to set its color.
-
Double click empty space in the ramp to insert a point there.
-
Select a point and use the popup menu to switch the blend to the next point between Linear and Constant.
-
Select a point and click the trash can icon to delete it.
Path to the diff executable to use for comparing files. Houdini uses this program when you choose File ▸ Show Changes.
For example, to use VS Code as the diff tool, set this to the path to the code command line program.
The arguments to pass to the diff program command line.
Houdini replaces $OLDPATH and $NEWPATH in this string with the file paths to compare.
For example, to use VS Code as the diff tool, set the arguments string to:
--diff $OLDPATH $NEWPATH
For some file comparisons, Houdini writes the files out to temporary files and calls the diff program on the temporary files. If your diff program allows naming the “before” and “after” sides, you can use $OLDTITLE and $NEWTITLE, which will contain nicer names for the two sides than the temporary file paths.
Path to the executable to use for comparing folders.
The arguments to pass to the folder diff program command line.
Houdini replaces $OLDPATH and $NEWPATH in this string with the directory paths to compare.
Warning Dialogs ¶
Houdini displays a warning and confirmation dialog before certain actions. Some dialogs have an option to not show that warning again. You can turn off individual warnings or turn them on again here.
CHOPs ¶
This option allows you to limit the size of a Time Slice, expressed in frames. The default maximum is 60 frames. This is useful if you only need a few frames of history, and the Playbar is jumping ahead by large intervals.
If a Time Slice is larger than this maximum size, it will be clipped from the current frame backwards (causing a gap between this slice and the previous one). The slice will always end on the current frame.
The default Time Slice behavior on newly created CHOP nodes.
All chops with Time Slice capability created while this option is on will have their Time Slice flags enabled by default. Otherwise, all chops are created with the Time Slice flag turned off. This is a convenient option to leave on when creating and working with large Time Sliced networks. This option is off by default.
Some Time Sliced chops can minimize their cooking, rather than cooking every frame. When cooking is unnecessary, or it produces the same output, these chops will stop cooking until an input changes.
CHOP nodes with this feature are:
-
Copy
-
Count
-
Envelope
-
Lag
-
Spring
-
Trigger
Minimal Cooking will not apply to these Time Sliced chops if they have non-constant chop inputs or time dependent chop inputs. This option is off by default. It can speed up puppeteering and chop networks that respond to isolated inputs or events.