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When you copy or instance geometry onto points, Houdini looks for specific attributes on the destination points to customize each copy/instance.
Attributes ¶
Name |
Type |
Description |
---|---|---|
|
float4 (quaternion) |
Orientation of the copy |
|
float |
Uniform scale |
|
float3 |
Non-uniform scale |
|
vector |
Normal (+Z axis of the copy, if no |
|
vector |
Up vector of the copy (+Y axis of the copy, if no |
|
vector |
Velocity of the copy (motion blur, and used as +Z axis of the copy if no |
|
float4 (quaternion) |
Additional rotation (applied after the orientation attributes above) |
|
vector |
Translation of the copy |
|
vector |
Translation of the copy, in addition to |
|
vector |
Local pivot point for the copy |
|
3×3 or 4×4 matrix |
Transformation matrix overriding everything except translations from |
|
string |
Path to a material. You can add this attribute to points using the Material surface node. When you instance an object onto a point with this attribute, the instanced object uses the given material. Not supported in the viewport. |
|
string |
A serialized Python dictionary mapping parameter names to values. You can add this attribute to points using the “override” controls on the Material surface node. When you instance an object onto a point with this attribute, the instanced object applies the given overrides to its material. Not supported in the viewport. |
Priorities ¶
-
If
pivot
exists, use it as the local transformation of the copy/instance. -
If the
transform
attribute exists:-
Use it as a 3×3 or 4×4 matrix to transform the copy/instance.
-
-
If the
transform
attribute does not exist:-
If the
orient
attribute exists:-
Use it to orient the copy/instance.
-
-
If the
orient
attributes does not exist:-
Orient the copy/instance using
N
as the +Z axis andup
as +Y axis. -
If
N
does not exist, usev
(velocity) if it exists.
-
-
If the
rot
attribute exists, apply it after the above. -
If
pscale
exists, use it to scale the to scale the copy/instance (multiplied byscale
if it exists). -
If
scale
exists, use it to scale the copy/instance (multiplied bypscale
if it exists).
-
-
If
trans
exists, use it andP
to move the copy/instance.
Or, put another way:
Key: X = pivot matrix (translate by -pivot) O = orient matrix S = scale matrix (scale * pscale) L = alignment matrix (*) R = rot matrix T = trans matrix (trans + P) M = transform matrix (*) The alignment matrix (L) is defined by N or v and up. IF N exists AND up exists and isn't {0,0,0}: L = mlookatup(N,0,up) ELSE IF N exists: L = dihedral({0,0,1},N) ELSE IF v exists AND up exists and isn't {0,0,0}: L = mlookatup(v,0,up) ELSE IF v exists: L = dihedral({0,0,1},v) IF transform exists: Transform = X*M*T ELSE IF orient exists: Transform = X*S*(O*R)*T ELSE: Transform = X*S*L*R*T
Instancing and motion blur ¶
Velocity Blur
The shutter open transform is based off the Axis Alignment and Positioning stated above. For the shutter close transform the shutter open transform is used plus the vector v/$FPS * shutter_speed
. In the cases where that you have N
and a v
attribute, N
is used to align but v
is still used to blur.
Note
v
is independent of the transform constructed for the Axis Alignment and Positioning. You can rotate, scale and skew all you want but v = (0,0,1) then your object will be blurred in the z direction.
Transform Blur
Same as Velocity Blur but the Object level transform is also taken into account.
Deformation Blur
The Axis Alignment and Positioning transform is constructed for both shutter open and close, the object level transform is also taken into account. This method is the most accurate.
Examples ¶
(The image in the lower right corner of each frame is the geometry if it were instanced without any of the attributes.)