2/3/2024 0 Comments Houdini vexCould be -1 if it the collision detector couldn’t figure out which // The parametric UV space on the // Where the hit actually occurred. A path to a file on disk or an op: // The primitive hit. Used for collision // The number of times the particle collided in the last POP Collision // The path to the object that was hit. A dead particle is deleted in the Reaping // A unique id for the particle that remains the same throughout a single // Whether a particle is moving (0) or stopped // Whether a particle is free (0) or stuck // Whether a particle is free (0) or sliding along a surface // Force applied to sliding particles inwards (according to the collision's surface // The path to the object that the particle is colliding // Which collision primitive in the path geometry whose position we wish to refer // Parametric uv on the collision // The cumulative total of all hits for the particle (only incremented once per // This is set to 1 if contains valid // Stores the position of the particle on the previous frame. When will be set to // Normalized age, divided by Implicit attribute, you cannot write to // Whether a particle is living (0) or dead (1). Particle systems are driven by attributes, here are some of the attributes // Time in seconds since the particle was // Time in seconds the particle is allowed to live. Also used to label // Path of an object node to be instanced at render time. // A unique name identifying which primitives belong to which piece. // The local orientation of the point (represented as a // Additional rotation to be applied after orient, N, and up attributes. The direction and speed of movement in units per second. The up direction for local space, typically (0, 1, // UV texture coordinates for this // Point velocity. Allows directional scaling or stretching (in one // Used by procedural patterns and textures to stick on deforming and animated // Up vector. Houdini will compute the normal if this attribute does not // Vector scale. The viewport uses this to color OpenGL // Surface or curve normal. Used this to lay out points in 3D // Diffuse color override. The viewport uses this to set the alpha of OpenGL // Spline weight. Enable 'Shade Open Curves In Viewport' on the object node to // Alpha transparency override. Set display particles as 'Discs' to // Thickness of curves. // A unique number that remains the same throughout a simulation. Houdini knows to cast these to the appropriate data type. For dense volumes (non-VDB) these range from 0 to //The resolution of the current volume. Available in Volume //The position of the current //The value of the density field at the current voxel //The center of the current //These vectors store the change in P that occurs in the x, y, and z voxel //Voxel indices. Available in Attribute Wrangle (point, vertex, primitive and //The position of the current //The point number attached to the currently processed //The linear number of the currently processed //The primitive number attached to the currently processed //The index number of the currently processed //The total number of points in the //The number of vertices in the primitive of the currently processed //The total number of primitives in the //The total number of elements being processed. Available in all SOP //The current floating frame number, equivalent to the $FF Hscript //The current time in seconds, equivalent to the $T Hscript //The integer simulation timestep number ($SF), only present in DOP //The simulation time in seconds ($ST), only present in DOP //The timestep currently being used for simulation or playback. The type indicator isn't necessary, but included as a reminder. Ī list of variables available in wrangles. VEX is the workhorse for geometry, volume and simulation processing in addition to shading and compositing. SIMD is short for Single Instruction/Multiple Data, meaning that your code (instruction) is executed over multiple data (vertices, points, primitives, pixels, voxels, etc). However, it also has an implicitly SIMD evaluation approach. It is a software interpreted language (execute instructions directly and freely, without previously compiling a program into machine-language instructions.) so provides the flexibility of scripting. VEX is a shading language similar to the Renderman Shading Language (RSL).
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