![]() ![]() Could be -1 if it the collision detector couldn’t figure out which // The parametric UV space on the // Where the hit actually occurred. A path to a file on disk or an op: // The primitive hit. Used for collision // The number of times the particle collided in the last POP Collision // The path to the object that was hit. A dead particle is deleted in the Reaping // A unique id for the particle that remains the same throughout a single // Whether a particle is moving (0) or stopped // Whether a particle is free (0) or stuck // Whether a particle is free (0) or sliding along a surface // Force applied to sliding particles inwards (according to the collision's surface // The path to the object that the particle is colliding // Which collision primitive in the path geometry whose position we wish to refer // Parametric uv on the collision // The cumulative total of all hits for the particle (only incremented once per // This is set to 1 if contains valid // Stores the position of the particle on the previous frame. When will be set to // Normalized age, divided by Implicit attribute, you cannot write to // Whether a particle is living (0) or dead (1). Particle systems are driven by attributes, here are some of the attributes // Time in seconds since the particle was // Time in seconds the particle is allowed to live. This is used to hint at the data type of auto generated wrangle parameters. Matrix // Sixteen floating point values representing a 3D transform matrix. Matrix3 // Nine floating point values representing a 3D rotation matrix or 2D transform matrix. Matrix2 // Four floating point values representing a 2D rotation matrix. Int // Integer values (VEX uses 32 bit integers). ![]() Usually rotation quaternions, or color and alpha (RGBA). Usually positions, directions, normals, UVW or colors. The following characters are used to cast to the corresponding data type. Also used to label // Path of an object node to be instanced at render time. The direction and speed of movement in units per // The local orientation of the point (represented as a // Additional rotation to be applied after orient, N, and up // A unique name identifying which primitives belong to which piece. The up direction for local space, typically (0, 1, // UV texture coordinates for this // Point velocity. ![]() Allows directional scaling or stretching (in one // Used by procedural patterns and textures to stick on deforming and animated // Up vector. Houdini will compute the normal if this attribute does not // Vector scale. The viewport uses this to color OpenGL // Surface or curve normal. Used this to lay out points in 3D // Diffuse color override. The viewport uses this to set the alpha of OpenGL // Spline // Point position. Enable 'Shade Open Curves In Viewport' on the object node to // Alpha transparency override. Set display particles as 'Discs' to // Thickness of curves. Houdini knows to cast these to the appropriate data // A unique number that remains the same throughout a simulation. For dense volumes (non-VDB) these range from 0 to //The resolution of the current volume. The type indicator isn't necessary, but included as a reminder.Īvailable in all SOP //The current floating frame number, equivalent to the $FF Hscript //The current time in seconds, equivalent to the $T Hscript //The integer simulation timestep number ($SF), only present in DOP //The simulation time in seconds ($ST), only present in DOP //The timestep currently being used for simulation or playback.Īvailable in Attribute Wrangle (point, vertex, primitive and //The position of the current //The point number attached to the currently processed //The linear number of the currently processed //The primitive number attached to the currently processed //The index number of the currently processed //The total number of points in the //The number of vertices in the primitive of the currently processed //The total number of primitives in the //The total number of elements being processed.Īvailable in Volume //The position of the current //The value of the density field at the current voxel //The center of the current //These vectors store the change in P that occurs in the x, y, and z voxel //Voxel indices. A list of variables available in wrangles. ![]()
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