Vex and Geometry Attributes

Choose a study mode

Play Quiz
Study Flashcards
Spaced Repetition
Chat to Lesson

Podcast

Play an AI-generated podcast conversation about this lesson
Download our mobile app to listen on the go
Get App

Questions and Answers

Which attribute type is most suitable for storing a single value that applies to an entire geometry?

  • Vertex Attribute
  • Point Attribute
  • Primitive Attribute
  • Detail Attribute (correct)

In Houdini's Geometry Spreadsheet, what does clicking on different icons at the top of the window reveal?

  • Underlying attributes for each attribute type (point, vertex, primitive, detail) (correct)
  • Different Vex code snippets
  • Different geometry objects in the scene
  • Various display options for the 3D viewport

Which Vex data type is best suited for storing a three-dimensional coordinate?

  • Vector (correct)
  • Integer
  • String
  • Float

What is the correct Vex syntax to set a float attribute named 'temperature' for each point to a value of 25.5?

<p>f@temperature = 25.5; (D)</p> Signup and view all the answers

Which type of Wrangle node is most appropriate for modifying point attributes based on incoming geometry?

<p>Point Wrangle (A)</p> Signup and view all the answers

What distinguishes Vex from Python in the context of geometry operations in Houdini?

<p>Vex operates in a multi-threaded manner, applying code simultaneously to all points. (A)</p> Signup and view all the answers

In a Vex Attribute Wrangle, how would you access the point position?

<p>v@P (D)</p> Signup and view all the answers

In Vex, what does the rand(@ptnum) function do?

<p>Generates a random number based on a unique point number. (C)</p> Signup and view all the answers

Given the Vex code @cd = set(1, 0, 0);, what color will be assigned to the geometry?

<p>Red (A)</p> Signup and view all the answers

Which attribute gives the index number of each point?

<p>ptnum (A)</p> Signup and view all the answers

In a Point Wrangle node, if you want to retrieve the point number, which attribute should you use?

<p>ptnum (D)</p> Signup and view all the answers

If the 'Run Over' is set to 'Primitive' in a Wrangle node, which attribute accurately represents the primitive number?

<p>primnum (B)</p> Signup and view all the answers

In a Primitive Wrangle, what does the @P attribute represent?

<p>The center position of the primitive. (B)</p> Signup and view all the answers

Which global attribute represents the current frame number?

<p>@Frame (B)</p> Signup and view all the answers

Which one is not a global attribute?

<p>@ptnum (A)</p> Signup and view all the answers

Which type of Wrangle node operates on the entire geometry only once?

<p>Detail Wrangle (D)</p> Signup and view all the answers

Why is it more efficient to store the @Time attribute as a detail attribute rather than on points, primitives, or vertices?

<p>All of the above (D)</p> Signup and view all the answers

If you have set an attribute 'fval' in a previous node and want to use its value to modify the point position in the X direction, what Vex code would you use?

<p><a href="mailto:[email protected]">[email protected]</a> = f@fval; (B)</p> Signup and view all the answers

Which of the following is NOT a special attribute?

<p>temperature (C)</p> Signup and view all the answers

What is the proper syntax to create an array of floats called myArray with values 1.0, 2.0, and 3.0?

<p>f[]@myArray = array(1.0, 2.0, 3.0); (C)</p> Signup and view all the answers

Flashcards

What is Vex?

A language used for algorithmic design and procedural modeling, especially in Houdini.

What are the main attribute types?

Point, primitive, vertex, and detail.

What are point attributes?

Associated with the points that make up a polygon or geometry.

What are primitive attributes?

Associated with the faces of a polygon or mesh.

Signup and view all the flashcards

What are vertex attributes?

Similar to point attributes but stored for each primitive and often used for UV mapping.

Signup and view all the flashcards

What are detail attributes?

Attached to the whole object, not individual points or primitives. Only one possible.

Signup and view all the flashcards

What is the Geometry Spreadsheet?

Shows all the attributes of a selected geometry in Houdini.

Signup and view all the flashcards

What are the common data types in Vex?

Float, vector, integer, matrix, and string.

Signup and view all the flashcards

What is f@attribute_name?

Used to access or modify a float attribute.

Signup and view all the flashcards

What is v@attribute_name?

Used to access or modify a vector attribute.

Signup and view all the flashcards

How does multi-threading in Vex work?

Applies code to each point simultaneously, making it faster.

Signup and view all the flashcards

What are special Vex attributes?

Pre-defined by Houdini for special cases, like point position (@P).

Signup and view all the flashcards

What does @P do in Vex?

Represents point position; use it to move points randomly.

Signup and view all the flashcards

What does @cd do in Vex?

Represents the color attribute (red, green, blue).

Signup and view all the flashcards

What does ptnum represent?

The index number of each point.

Signup and view all the flashcards

What does primnum represent?

Represents the primitive number (face number).

Signup and view all the flashcards

What does @Frame represent?

Represents current frame number.

Signup and view all the flashcards

What does @Time represent?

Represents current time in seconds.

Signup and view all the flashcards

What does Detail Wrangle do?

Operates on the entire geometry once, useful for storing global attributes.

Signup and view all the flashcards

Study Notes

Introduction to Vex and Attributes

  • Vex is used for algorithmic design and procedural modeling, notably in Houdini.
  • This includes applications like liquid simulations.
  • Understanding geometry attributes is crucial for using Vex.

Types of Attributes

  • Point, primitive, vertex, and detail are the four main attribute types.
  • Each attribute type stores information for different geometric components.

Point Attributes

  • Point attributes are linked to individual points in a geometry.
  • Each point can possess unique attribute values.

Primitive Attributes

  • Primitive attributes are linked to the faces (primitives) of a polygon.
  • Edges or entire meshes can sometimes be treated as single primitives.
  • Attributes can vary from face to face.

Vertex Attributes

  • Vertex attributes are similar to point attributes but are stored per primitive.
  • Each primitive has its own distinct set of vertices.
  • They are often used for UV mapping and are related to the points used to construct the geometry

Detail Attributes

  • Detail attributes are associated with the entire object.
  • Only one detail attribute can exist per object.
  • They store information applicable to the whole geometry.

Checking Attributes in Houdini UI

  • The Geometry Spreadsheet in Houdini displays attribute information.
  • It shows all of the attributes of a selected geometry.
  • Icons in the spreadsheet represent point, vertex, primitive, and detail attributes.

Geometry Spreadsheet

  • Displays all attributes within the selected geometry.
  • Icons at the top represent attribute types: points, vertices, primitives, and detail.
  • Clicking these icons reveals the attributes for each type.
  • Point attributes are associated with each point in the geometry.
  • Vertex attributes show point references within each primitive.

Sphere Geometry Attributes

  • A sphere's point attributes include Px, Py, and Pz to indicate position.
  • Numbers on the Geometry Spreadsheet correspond to point index numbers.
  • Point numbers correspond to index numbers in the Geometry Spreadsheet window.

Vertex Tab

  • It use a different index format compared to points.
  • Its format is "primitive number column vertex number".
  • Each vertex has a unique number specific to its primitive.

Primitive and Detail Tabs

  • The primitive tab shows the index number of each face.
  • The detail tab displays attributes for the entire object.

Attribute Wrangle Node

  • It allows writing Vex code to modify attributes.
  • Specific wrangle nodes exist for each attribute type: point, primitive, vertex, and detail.
  • Point wrangle node modifies point attributes based on incoming geometry.
  • Each wrangle node has a "run over" parameter.

Data Types in Vex

  • Vex supports float, vector, integer, matrix, and string data types for attributes.
  • The data type must be specified when creating an attribute.
    • Float (f@): Floating-point number.
    • Vector (v@): Three-component vector (x, y, z).
    • Integer (i@): Integer number.
    • String (s@): Text data.
    • Array (f[]@): List of a data type

Syntax for Accessing Attributes

  • f@attribute_name is used for float attributes.
  • v@attribute_name is used for vector attributes.
  • The prefix indicates the data type which is followed by the attribute name.

Setting Attributes

  • f@attribute_name = value; sets a float attribute for each point.
  • i@attribute_name = value; sets an integer attribute.
  • s@attribute_name = "text"; sets a string attribute.
  • v@attribute_name = set(x, y, z); sets a vector attribute using the set function.

Array Attributes

  • f[]@attribute_name = array(value1, value2, value3, ...); stores an array of values as an attribute which is enclosed by square brackets

Multi-Threading in Vex

  • Point wrangle operates in a multi-threaded environment, executing code simultaneously on each point.
  • Vex is faster than Python for geometry tasks due to its ability to process all points at once.

Changing Attribute Types

  • Change the "run over" parameter in the wrangle node to modify attribute type.
  • Options include point, primitive, vertex, or detail.
  • Each primitive is calculated independently, enabling parallel processing.

Primitive and Vertex Wrangle Nodes

  • Primitive and vertex wrangle nodes modify their respective attributes.
  • They are similar to the point wrangle, with the "run over" parameter set accordingly.

Detail Wrangle Node

  • Set "run over" to details to designate it as a detail wrangle.
  • Or use one of the other wrangle nodes to set it to detail

Retrieving Attributes

  • Established attributes can be transferred by connecting nodes.
  • Access attributes using the same syntax as when setting them.
  • This technique facilitates various operations, such as point movement.

Accessing Attributes That have been Set

  • Use the value of an attribute to modify point position in the X direction with [email protected] = f@fval;.

Special Attributes

  • These attributes are predefined by Houdini.
  • @P (point position) does not require explicit data type definition.

Other Common Special Attributes

  • ax (acceleration): For dynamics.
  • cd (color): For point and primitive colors.
  • N (normal): Directional value for points and primitives.
  • scale: Point scale value
  • force: Used in dynamics to determine force and direction of movement.

Accessing and Modifying Point Position

  • @P directly accesses point positions.
  • Use the rand function with @P to randomize point positions, such as demonstrated by @P = rand(@P);.

Color Attribute

  • @cd accesses and modifies the color attribute, a vector type (red, green, blue).
  • @cd = set(1, 0, 0); sets the color to red.
  • Random colors are generated using @cd = rand(@ptnum).

Point Number Attribute

  • Corresponds to the index number of each point, starting from 0.

Point Number Access in VEX

  • Each point has a unique number, accessed in VEX with ptnum.
  • Point numbers begin at 0 and increment for each point.
  • Point numbers can be used to modify specific points.

Other Number Attributes

  • primnum: Represents the primitive number.
  • vtxnum: Represents the vertex number.
  • The availability depends on the context.

Point Wrangle Context

  • Primarily handles point attributes when "Run Over" is set to "Point".
  • ptnum accurately retrieves the point number.
  • primnum in a Point Wrangle may return a primitive number associated with the point but isn't unique for the point.
  • A point can be associated to multiple primitives, but primnum will only retrieve one of said primitives.
  • Avoid using primnum inside a point wrangle if you want to retrieve the point number

Primitive Wrangle Context

  • "Run Over" set to "Primitive" changes the context to primitive attributes.
  • primnum accurately represents the primitive number in a Primitive Wrangle.
  • Special Attributes for primitives include Color (@cd).
  • "Run over" set to "primitive" enables access to primitive values, allowing each face to have a different value.
  • @P in a Primitive Wrangle retrieves the center position of the primitive, not individual point positions, and cannot be used to modify the point position.

Attribute Compatibility

  • Attribute usage depends on the node's "Run Over" setting.
  • Some attributes are specific to certain geometry types.
  • It is important to understand attribute behavior in each context.
  • Details are available in the Houdini documentation.

Global Attributes

  • Accessible from any attribute type
  • @Frame represents the current frame number.
  • @Time represents the current time in seconds.
  • Accessed using the @ symbol (e.g., @Frame, @Time).
  • Custom attributes, like "fr," can store the frame number.

Detail Wrangle

  • Operates on the entire geometry once, not per-point or per-primitive.
  • The code inside runs only once.
  • Useful for global attributes.
  • Unlike Point Wrangle which is multi-threaded, Detail node only processes one operation.
  • When working with time values, it is better to store as one value on the whole setup instead of at each point, primitive or vertex.

Studying That Suits You

Use AI to generate personalized quizzes and flashcards to suit your learning preferences.

Quiz Team

More Like This

Use Quizgecko on...
Browser
Browser