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Since | 16.0 |
This is a very powerful, low-level node that lets experts who are familiar with VEX tweak channel data and attributes using code.
This node corresponds to the Channel VOP, but uses a textual VEX snippet instead of a VOP network.
This node runs the snippet for every channel (or group of channels depending on the Iterate parameter) in the input channels. This node also runs over all the samples based on the first input channel range. The snippet can edit the input channels by changing the bound parameters. It can access information from other channels or geometry using VEX functions.
-
Press on the node to see any error output from the snippet.
-
You can use the VEX function
ch
to evaluate parameters. The path is relative to this node (ch("parm")
will evaluate the parameterparm
on this node). This evaluation will be done at the current sample time if you don’t supply an explicit time for vex functions.
Note
If you create a Transform VOP node using the Tab menu, it creates a Channel VOP and sets it to work with transform channels and constraints.
Context ¶
This node runs the VEX snippet in the CHOP context and the following global variables are available.
Globals ¶
float |
V
|
Value of the current sample. This variable should be set to the new value by the function. The variable is initialized to the value of the first input’s channels. |
|
int |
I
|
Read only |
Index or sample number of the current channel. Time dependent only in Current Frame mode. |
int |
IN
|
Read only |
Index or sample number of the current channel. Non Time Dependent. |
int |
S
|
Read only |
Index of the start of the current channel. This is the index of the first sample. |
int |
E
|
Read only |
Index of the last sample (end sample). |
float |
SR
|
Read only |
Sample rate for the current channel. |
int |
L
|
Read only |
Length of the channel (total number of samples). |
int |
C
|
Read only |
Channel number for the current channel. When processing multiple channels, this is the index of the channel currently being evaluated. |
int |
NC
|
Read only |
Total number of channels the CHOP will affect. |
string |
CN
|
Read only |
Name of the current channel. |
float |
FF
|
Read only |
Frame number as a float corresponding to the sample being evaluated. Time dependent only in Current Frame mode. |
float |
FFN
|
Read only |
Frame number as a float corresponding to the sample being evaluated. Non Time Dependent. |
float |
Frame
|
Read only |
Frame number as a float corresponding to the evaluation time. Forces Time Dependent. |
float |
T
|
Read only |
Time in seconds corresponding to the sample being evaluated. Time dependent only in Current Frame mode. |
float |
TN
|
Read only |
Time in seconds corresponding to the sample being evaluated. Non Time Dependent. |
float |
Time
|
Read only |
Time in seconds corresponding to the evaluation time. Forces Time Dependent. |
Syntax ¶
The VEX snippet parameter lets you enter a snippet of VEX code to run on the input geometry. See VEX snippets for basic information on the syntax available in the snippet parameter. See the VEX chapter for general information on the VEX language.
VEX variables ¶
You can create temporary VEX variables.
Normal VEX variables do not have a @
prefix.
For example, the following code swaps px
and py
.
float temp = @px; @px = @py; @py = temp;
VEX structures for Constraints ¶
CHOP contraints make use of VEX structures defined in $HFS/houdini/vex/include/chop_constraints.h
.
chopTRS ¶
Holds transform channels within a structure.
struct chopTRS { vector t; // tx ty tz channels vector r; // rx ry rz channels vector s; // sx ry rz channels void fromIdentity(); void fromMatrix(const matrix m; const vector pivot; const int trs; const int xyz); void fromMatrix(const matrix m); }
chopConstraintContext ¶
Holds the current evaluated transform channels within a structure. This abstracts the global variables 'C' and 'I', so you don’t have to worry about the current time and the current channel index.
struct chopConstraintContext { vector t; // tx ty tz channels vector r; // rx ry rz channels vector s; // sx sy sz channels void init(); void init( vector t0; vector r0; vector s0; const string prefix0 ); void fromMatrix(const matrix m; const vector pivot; const int trs; const int xyz); void fromMatrix(const matrix m); chopTRS fetchInput( const int i ); float fetchInput( const int i; const string name; int result ); float fetchInput( const int i; const int index; int result ); matrix fetchInputMatrix( const int i ); int isConnected( const int i ); int numInputs(); // Evaluate a channel input by name float chinput( int i; const string name; int ret ); // Evaluate a float parameter on the current CHOP node float chf( const string parm ); // Evaluate an integer parameter on the current CHOP node int chi( const string parm ); // Evaluate a vector parameter on the current CHOP node vector chv( const string parm ); }
Here’s an example of how to blend the translations of the 4 inputs.
// Declare the context // This is done automatically on transform wrangles chopConstraintContext c; // Fetch transform inputs chopTRS c0 = c->fetchInput(0); chopTRS c1 = c->fetchInput(1); chopTRS c2 = c->fetchInput(2); chopTRS c3 = c->fetchInput(3); matrix m0 = c->fetchInputMatrix(0); matrix m1 = c->fetchInputMatrix(1); matrix m2 = c->fetchInputMatrix(2); matrix m3 = c->fetchInputMatrix(3); // Compute transform @t = c0.t + c1.t + c2.t + c3.t; @t *= 0.25; @r = c0.r; @s = c0.s;
Parameters ¶
Code ¶
Channel Names
Space separated names of the channels to create when the first input isn’t connected. Supports the same patterns as the Scope parameter.
Channel Count
Repeats the Channel Names multiple times when the first input isn’t connected.
Iterate
How to iterate over channels and samples.
Over Channels and Samples
Iterates over all the samples of a channel one channel at a time.
Use the V
global variable to read and write the current channel value.
Over Samples and Channels
Iterates over channels one sample at a time.
Use the V
global variable to read and write the current channel value.
Over Samples and Every Nth Channels
Iterates over channels one sample at a time, but you can evaluate a group of channels together.
Use the Iterate Step to define the size a channel group.
Use the Iterate Names with a @
prefix to read and write the current values.
Over Samples and Every Translate/Rotate/Scale
Iterates over transform channels one sample at a time.
Access the translation vector using @t
, the rotation using @r
and the scale using @s
.
A struct chopConstraintContext
is also bound to the c
variable.
Use c->fetchInput(1)
to return the second input transform as a struct chopTRS
.
Use c->fetchInputMatrix(1)
to return the second input transform as a matrix.
Over Clip
Runs the snippet a single time with C
and I
variables set to zero.
Use this to if you want to analyze all the channels using a snippet.
You can’t write to the global variable V
or to any channel data.
You can read and write clip attributes using chattr
and chsetattr
.
Over Channels
Runs the snippet one time per channel with the I
variable set to zero.
Use this to if you want to analyze channels individually using a snippet.
You can’t write to the global variable V
or to any channel data.
You can read and write channel attributes using chattr
and chsetattr
.
Over Sample
Runs the snippet one time per sample with the C
variable always set to zero.
Use this to if you want to analyze the all channel values for a single sample using a snippet.
You can’t write to the global variable V
or to any channel data.
You can read and write sample attributes using chattr
and chsetattr
.
Iterate Step
Sets the number of channels to regroup together when Iterate is set to Every Nth Channels.
Iterate Names
A space separated string representing the bind names when Iterate is set to Every Nth Channels.
Use an iterate name prefixed by @
to read and write to a channel.
VEXpression
A snippet of VEX code that will manipulate the channels.
You can use @‹channel_name›
syntax to access bound channels or V
to write to the current channel sample.
Evaluation Node Path
VEX functions like ch()
usually evaluate with respect to this node.
Enter a node path here to override where the path search starts from.
This is useful for embedding in a digital asset, where you want searches
to start from the asset root.
Enforce Prototypes
Requires that you declare @
bindings in snippets as prototypes before using them. This applies to both attributes (for example @Cd
) and “convenience” bindings such as @ptnum
and @Frame
. For example:
// Declare bindings int @ptnum; float @Frame; vector @Cd; // Use bindings after declaration int pointnum = @ptnum; float red = @Cd[0] / @Frame;
Automatic binding with the @
syntax can be convenient, but as your scene becomes more complex there is the risk that a typo in an @
binding will silently just bind a non-existent attribute.
Channel ¶
Align
The alignment option to use.
Extend to Min/Max
Find the earliest start and latest end, and extend all inputs to that range using the extend conditions.
Stretch to Min/Max
Find the earliest start and latest end, and stretch every channel’s start and end to that range.
Shift to Minimum
Find the earliest start and shift all channels so they all start at that index. All channels are extended to the length of the longest one.
Shift to Maximum
Find the latest end and shift all channels so they all end at that index. Extend all channels to the length of the longest one.
Shift to First Interval
Shift all channels to the start of the first channel and sample all inputs using the first input’s range.
Trim to First Interval
Trim all channels to first channel’s range.
Stretch to First Interval
Stretch all channels to the first channel’s range.
Trim to Smallest Interval
Trim all channels to the smallest start/end interval. The start and end values may not come from the same channel.
Stretch to Smallest Interval
Stretch all channels to the smallest start/end interval. The start and end values may not come from the same channel.
Range
Specifies the range of data to generate.
Use Full Animation Range
All of the animated range.
Use Current Frame
Only the sample at the current frame.
Use Start/End
The range is specified from the Start and End parameters.
Use Value Animation
The range is taken from range of keys available in the evaluated Value parameters.
Start
The start time of the channel range.
End
The end time of the channel range.
Sample Rate
The sample rate of the CHOP.
Number of Threads
The number of separate threads to use to evaluate the channel samples. The default is no threading.
Since Houdini evaluates the VEX program for each sample in the input geometry, it can benefit greatly from threading on a multi-processor or multi-core machine when the CHOP nodes have many samples.
Common ¶
Some of these parameters may not be available on all CHOP nodes.
Scope
To determine the channels that are affected, some CHOPs have a scope string. Patterns can be used in Scope, for example *
(match all), and ?
(match single character).
The following are examples of possible channel name matching options:
chan2
Matches a single channel name.
chan3 tx ty tz
Matches four channel names, separated by spaces.
chan*
Matches each channel that starts with chan
.
*foot*
Matches each channel that has foot
in it.
t?
The ?
matches a single character. t?
matches two-character channels starting with t.
blend[3-7:2]
Matches number ranges, giving blend3
, blend5
, and blend7
.
blend[2-3,5,13]
Matches channels blend2
, blend3
, blend5
, blend13
.
t[xyz]
[xyz]
matches three characters, giving channels tx
, ty
and tz
.
Sample Rate Match
The Sample Rate Match options handle cases where multiple input CHOPs’ sample rates are different.
Resample At First Input’s Rate
Use the rate of the first input to resample the others.
Resample At Maximum Rate
Resample to the highest sample rate.
Resample At Minimum Rate
Resample to the lowest sample rate.
Error if Rates Differ
Does not accept conflicting sample rates.
Units
The units of the time parameters.
For example, you can specify the amount of time a lag should last for in seconds (default), frames (at the Houdini FPS), or samples (in the CHOP’s sample rate).
Note
When you change the Units parameter, the existing parameters are not converted to the new units.
Time Slice
Time slicing is a feature that boosts cooking performance and reduces memory usage. Traditionally, CHOPs calculate the channel over its entire frame range. If the channel needs to be evaluated every frame, then cooking the entire range of the channel is unnecessary. It is more efficient to calculate only the fraction of the channel that is needed. This fraction is the Time Slice.
Unload
Causes the memory consumed by a CHOP to be released after it is cooked, and the data passed to the next CHOP.
Export Prefix
The Export Prefix is prepended to CHOP channel names to determine where to export to.
For example, if the CHOP channel was named geo1:tx
, and the prefix was /obj
, the channel would be exported to /obj/geo1/tx
.
Note
You can leave the Export Prefix blank, but then your CHOP track names need to be absolute paths, such as obj:geo1:tx
.
Graph Color
Every CHOP has this option. Each CHOP gets a default color assigned to it for display in the graph, but you can override the color with the Graph Color. There are 36 RGB color combinations in the palette.
Graph Color Step
When the graph displays the animation curves, and a CHOP has two or more channels, this defines the difference in color from one channel to the next, giving a rainbow spectrum of colors.
See also |