Houdini 20.5

Tag visualizer

Displays a selectable label pointing to an object, even when the object is offscreen.

This can be useful for annotating objects in the scene for artists, or making large selection targets for small, hard to select, or far-off objects.

See visualizers for more information.

Parameters

Contents

Style

Whether the tag contains text, an icon, or both.

Text source

Where to get the tag text. You can use the object name, a fixed string, the value of a detail attribute from the object’s geometry, or the value of an attribute from the currently selected PDG work item.

Icon source

Where to get the tag icon. You can use the object’s icon or choose an image file.

Behavior

Preferred placement

Where to put the tag when all sides are available. If there’s no room in the viewport to use this side, Houdini will automatically display it on a different side.

Clicking tag selects object

Clicking the tag will select the object. Turn this off to make the tag unclickable.

When object is offscreen

Keep tag in viewport

Display the tag even when the object is not in view. This is useful for selecting objects in the viewport when they're not visible.

Show icon only

When an object is not in view but the tag is displayed, only show the icon. This helps reduce tag clutter. (How to tell what object tag is for???)

Appearance

Font

Font for the tag text.

Font size

Size of the tag text.

Icon size

Size of the tag icon.

Text color

Color for the tag text.

Frame tagged object

Show a frame around the object in addition to the tag.

Frame color

Color for the frame around the object.

Background color

Color of the tag background.

Corner radius

The radius of the rounded corners of the tag.

Padding

Amount of space between the tag edges, icon, and text.

Houdini 20.5

Getting started

Using Houdini

  • Geometry

    How Houdini represents geometry and how to create and edit it.

  • Copying and instancing

    How to use copies (real geometry) and instances (loaded or created at render time).

  • Animation

    How to create and keyframe animation in Houdini.

  • Digital assets

    Digital assets let you create reusable nodes and tools from existing networks.

  • Import and export

    How to get scene, object, and other data in and out of Houdini.

  • MPlay viewer

    Using Houdini’s stand-alone image viewer.

Character FX

  • Character

    How to rig and animate characters in Houdini.

  • Crowd simulations

    How to create and simulate crowds of characters in Houdini.

  • Muscles and tissue

    How to create and simulate muscles, tissue, and skin in Houdini.

  • Hair and fur

    How to create, style, and add dynamics to hair and fur.

  • Feathers

    How to create highly realistic and detailed feathers for your characters.

Dynamics

  • Dynamics

    How to use Houdini’s dynamics networks to create simulations.

  • Vellum

    Vellum uses a Position Based Dynamics approach to cloth, hair, grains, fluids, and softbody objects.

  • Pyro

    How to simulate smoke, fire, and explosions.

  • Fluids

    How to set up fluid and ocean simulations.

  • Oceans and water surfaces

    How to set up ocean and water surface simulations.

  • MPM

    How to simulate different types of solid materials (such as snow, soil, mud, concrete, metal, jello, rubber, water, honey, and sand).

  • Destruction

    How to break different types of materials.

  • Grains

    How to simulate grainy materials (such as sand).

  • Particles

    How to create particle simulations.

  • Finite elements

    How to create and simulate deformable objects

Pipeline

  • Executing tasks with PDG/TOPs

    How to define dependencies and schedule tasks using TOP networks.

  • HQueue

    HQueue is Houdini’s free distributed job scheduling system.

  • Houdini Engine

    Documents the Houdini Engine C, Python APIs, and Houdini Engine plugins

  • Machine Learning

    Houdini provides a platform for machine learning which supports synthetic data generation, preprocessing, training models, exporting trained models, and deploying trained models

Nodes

  • OBJ - Object nodes

    Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.

  • SOP - Geometry nodes

    Geometry nodes live inside Geo objects and generate geometry.

  • DOP - Dynamics nodes

    Dynamics nodes set up the conditions and rules for dynamics simulations.

  • VOP - Shader nodes

    VOP nodes let you define a program (such as a shader) by connecting nodes together. Houdini then compiles the node network into executable VEX code.

  • LOP - USD nodes

    LOP nodes generate USD describing characters, props, lighting, and rendering.

  • ROP - Render nodes

    Render nodes either render the scene or set up render dependency networks.

  • CHOP - Channel nodes

    Channel nodes create, filter, and manipulate channel data.

  • COP - Copernicus nodes

    COP nodes provide real-time image manipulation within a 3D space.

  • TOP - Task nodes

    TOP nodes define a workflow where data is fed into the network, turned into work items and manipulated by different nodes. Many nodes represent external processes that can be run on the local machine or a server farm.

  • APEX - APEX nodes

    APEX nodes provide operations for building up the functionality of APEX graphs, which are used in KineFX to create character rigs and perform other geometry manipulation.

Scene building, Karma rendering, Image processing

  • Solaris and Karma

    Solaris is the umbrella name for Houdini’s scene building, look development, and Karma rendering tools based on the Universal Scene Description (USD) framework.

  • Copernicus

    Houdini’s 2D and 3D GPU image processing framework.

  • Compositing

    Houdini’s compositing networks let you create and manipulate images such as renders.

Mantra rendering and shading

Reference

  • Menus

    Explains each of the items in the main menus.

  • Viewers

    Viewer pane types.

  • Panes

    Documents the options in various panes.

  • Windows

    Documents the options in various user interface windows.

  • Stand-alone utilities

    Houdini includes a large number of useful command-line utility programs.

  • APIs

    Lists all the reference documentation for the ways you can program Houdini.

  • Python scripting

    How to script Houdini using Python and the Houdini Object Model.

  • Expression functions

    Expression functions let you compute the value of parameters.

  • HScript commands

    HScript is Houdini’s legacy scripting language.

  • VEX

    VEX is a high-performance expression language used in many places in Houdini, such as writing shaders.

  • Properties

    Properties let you set up flexible and powerful hierarchies of rendering, shading, lighting, and camera parameters.

  • Galleries

    Pre-made materials included with Houdini.

  • Houdini packages

    How to write and combine multiple environment variable definition files for different plug-ins, tools, and add-ons.

  • hwebserver

    Functions and classes for running a web server inside a graphical or non-graphical Houdini session.