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Overview ¶
You can create geometry node (SOP) assets that are defined by a Python script instead of a subnetwork of nodes (File ▸ New operator type, click Python type, set Network type to “Geometry”). This example defines a Python SOP that copies its input, creates a Cd (diffuse color) point attribute, and assigns each point a color based on the distance to a position.
Color Falloff ¶
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Open
$HFS/houdini/help/files/hom_cookbook/color_falloff.hip
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Click the Handles tool.
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Move the location handle around and change the Falloff parameter to see how they affect the coloring.
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Right-click the
color_falloff1
node and choose Type properties to open the asset’s type properties window.
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We created Position and Falloff parameters in the Parameters tab, just as we would for a normal asset.
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In the Handles tab we bound a translate handle to the
pos
parameter. -
The Code tab contains the Python code implementing the node’s logic.
# When an instance of this Python SOP cooks, Houdini will have set hou.pwd() # to the Python SOP instance. Access the hou.Geometry object for this SOP. # Since we're calling from hou.SopNode.geometry from a Python SOP # implementation, we'll have write access to the geometry. geo = hou.pwd().geometry() # Create the "Cd" point attribute value, giving it a default value of white # (1, 1, 1), and store the returned hou.Attrib object. cd = geo.addAttrib(hou.attribType.Point, "Cd", (1.0, 1.0, 1.0)) # Evaluate the pos parm tuple, and create a hou.Vector3 out of it so we can # later do vector subtraction. Also evaluate the falloff value. pos = hou.Vector3(hou.parmTuple("pos").eval()) falloff = max(hou.ch("falloff"), 0.0001) for point in geo.points(): # Compute the distance from this point to the position parameter, divide # the distance by the falloff value, and clamp it to be between 0 and 1. distance = (point.position() - pos).length() value = min(distance / falloff, 1.0) # Create a color object, and set the hue and value of the color based on # the normalized distance. color = hou.Color() color.setHSV((value * 256, 1.0, value)) # Extract the RGB values from the color object and store them in this # point's Cd attribute value. point.setAttribValue(cd, color.rgb())
Color quills ¶
This Python SOP copies its input, assigns a rainbow of colors to the input surface, and evenly distributes polylines normal to the surface, creating the appearance of “quills” on the surface.
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Open
$HFS/houdini/help/files/hom_cookbook/surface_wires.hip
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Right-click the
surface_wires1
node insidegrid_object1
and choose Type properties to open the asset’s type properties window.
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We created parameters for the number of divisions and length in the Parameters tab, just as we would for a normal asset.
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The Code tab contains the Python code implementing the node’s logic.
# When an instance of this Python SOP cooks, Houdini will have set hou.pwd() # to the Python SOP instance. Access the hou.Geometry object for this SOP. # Since we're calling from hou.SopNode.geometry from a Python SOP # implementation, we'll have write access to the geometry. geo = hou.pwd().geometry() # Create a Cd (color) point attribute. color_attrib = geo.addAttrib(hou.attribType.Point, "Cd", (1.0, 1.0, 1.0)) # Assign each point a unique hue value, with constant saturation and value. num_points = len(geo.iterPoints()) color = hou.Color() for point in geo.points(): fraction = float(point.number()) / num_points color.setHSV(((fraction * 255), 1, 1)) # The attribute stores RGB values, so ask for the color in RGB format. point.setAttribValue(color_attrib, color.rgb()) # This sop requires that the first primitive is a surface. surf = None if len(geo.iterPrims()) != 0: surf = geo.iterPrims()[0] if not isinstance(surf, hou.Surface): raise hou.Error("The first primitive must be a surface") # Evaluate the surface at uniformly distributed positions. For each # point we evaluate, create a line facing outwards from the surface, # and give it the color at the surface. u_divisions = hou.evalParm("u_divisions") v_divisions = hou.evalParm("v_divisions") wire_length = hou.evalParm("wire_length") for u_index in range(u_divisions + 1): u = float(u_index) / u_divisions for v_index in range(v_divisions + 1): v = float(v_index) / v_divisions # Compute the position of the surface, and add the normal # vector (scaled by 2) to define the two points of the line. pos0 = surf.positionAt(u, v) pos1 = pos0 + surf.normalAt(u, v) * wire_length # Compute the color of the polygon and create it. It will # be open, since it's a line. color = surf.attribValueAt(color_attrib, u, v) poly = geo.createPolygon() poly.setIsClosed(False) # Create the points, set their position and color, and # add them to the polygon. for pos in pos0, pos1: point = geo.createPoint() point.setPosition(pos) point.setAttribValue(color_attrib, color) poly.addVertex(point)