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Click the snapping icon on the left side of the viewer pane and choose Multi-Snapping options to open the snap options window. The options in this window control snapping to geometry.
Move the sliders to assign a snapping priority to each type of element. The cursor will snap to elements with a higher priority in preference to elements with a lower priority.
Note
At the object (OBJ) level, the Snap to Template, Guide Geometry, and Construction Plane options have no effect.
Grid/Primitive/Point ¶
Gravity
How many pixels you have to be from an element before it will attract.
Apply To
Whether to snap to features on the Current Geometry, Templates, Selectable Templates, Visible Objects, Guides, and/or X-Ray Geometry.
Occlusion
Prevent snapping to targets occluded by geometry.
Depth Snap
Snap to the XYZ location of the target geometry (point, edge, primitive, and so on). When this checkbox is off, Houdini projects the coordinates of a snap point onto the construction plane. This lets you snap to reference geometry off the construction plane without leaving the construction plane.
Tangent Plane Snap
Snap to the intersection of the line and the plane tangent to the primitive under the cursor when dragging along a line rather than directly to the primitive itself. Applies only to primitives with a tangent plane, which excludes open curves.
Interior Snap
Snap to the center of the target geometry (point, edge, primitive, and so on). The center of the geometry is determined using either the view direction or the normal direction. Interior snapping can only be performed when depth snapping is enabled.
View Based
View based interior snapping determines the center of the target geometry by choosing the average of the closest two points of intersection along the viewing direction
Normal Based
Normal based interior snapping determines the center of the target geometry by choosing the average of the XYZ position of the target geometry and the first point of intersection along the normal of the target geometry.
Snap Consolidate
This option allows you to build primitives with shared points. For example, when creating a new polygon or curve, an added vertex will use an existing geometry point if you have snapped to it, and if Snap Consolidate in on.
Orient on Snap
When you snap one object to another, normally the orientation of the object will remain the same and only its location will change. If this option is turned on, the object will rotate as determined by the following setting.
Nearest Axis to Normal
Rotate so the closest major axis (x, y, z) points in the direction normal to the thing you are snapping to.
Nearest Axes to Frame
Rotate so the closest two major axes (x, y, z) point in the directions normal to and tangent to the thing you are snapping to, respectively.
Standard Axes to Frame
Rotate so the z axis and x axis point in the directions normal to and tangent to the thing you are snapping to, respectively.
Multi ¶
Snap Priority
Drag the slider left to decrease an element’s priority, drag it right to increase its priority. Move a slider all the way too the left side to turn off snapping to that element.
Primitive snapping does not include metaballs, but works on their hulls.
In general, point-snapping should have a higher priority than edge snapping.
Clear
Resets the snap settings.
Gravity/Apply To/Depth Snap/Snap Consolidate/Orient to Snap
Same as above.