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Overview ¶
In Houdini, geometry is made up of primitives, with the most common primitive being a polygonal faces. Each corner of a polygonal face is a vertex. To keep individual faces together as part of a surface, vertices of separate faces can be fused together as a point. When a point moves, Houdini automatically moves each of the point’s vertices as well.
Geometry traversal ¶
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        You can use vertexpoint to get from a vertex to its point. 
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        You can use pointvertex to get from a point to its first vertex and vertexnext and vertexprev to iterate through the list of vertices sharing that point. 
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        To iterate through the vertices of a polygonal face, use primvertexcount to get the number of vertices, then you can use the primitive number and a counter from 0to‹primitive count› - 1to refer to the vertices.
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        A vertex number is the 0-based index of a certain vertex of a primitive. A linear vertex number is the 0-based index of a certain primitive across all the geometry. It is just a slightly more convenient way to refer to a vertex with one number instead of two (primitive number and vertex number). You can use vertexindex to get a linear vertex number from a primitive number and a vertex number. Use both vertexprim and vertexprimindex to convert the other way, from a linear vertex number to a primitive number and a vertex number. 
| Returns | Function | Argument(s) | 
|---|---|---|
| Point number | Linear vertex number | |
| Linear vertex number | Point number | |
| Linear vertex number | Linear vertex number | |
| Linear vertex number | Linear vertex number | |
| Linear vertex number | Primitive number, Vertex number | |
| Number of vertices | Primitive number | |
| Primitive number | Linear vertex number | |
| Vertex number | Linear vertex number |