Podcast
Questions and Answers
Which attribute type is most suitable for storing a single value that applies to an entire geometry?
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?
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?
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?
What is the correct Vex syntax to set a float attribute named 'temperature' for each point to a value of 25.5?
Which type of Wrangle node is most appropriate for modifying point attributes based on incoming geometry?
Which type of Wrangle node is most appropriate for modifying point attributes based on incoming geometry?
What distinguishes Vex from Python in the context of geometry operations in Houdini?
What distinguishes Vex from Python in the context of geometry operations in Houdini?
In a Vex Attribute Wrangle, how would you access the point position?
In a Vex Attribute Wrangle, how would you access the point position?
In Vex, what does the rand(@ptnum)
function do?
In Vex, what does the rand(@ptnum)
function do?
Given the Vex code @cd = set(1, 0, 0);
, what color will be assigned to the geometry?
Given the Vex code @cd = set(1, 0, 0);
, what color will be assigned to the geometry?
Which attribute gives the index number of each point?
Which attribute gives the index number of each point?
In a Point Wrangle node, if you want to retrieve the point number, which attribute should you use?
In a Point Wrangle node, if you want to retrieve the point number, which attribute should you use?
If the 'Run Over' is set to 'Primitive' in a Wrangle node, which attribute accurately represents the primitive number?
If the 'Run Over' is set to 'Primitive' in a Wrangle node, which attribute accurately represents the primitive number?
In a Primitive Wrangle, what does the @P
attribute represent?
In a Primitive Wrangle, what does the @P
attribute represent?
Which global attribute represents the current frame number?
Which global attribute represents the current frame number?
Which one is not a global attribute?
Which one is not a global attribute?
Which type of Wrangle node operates on the entire geometry only once?
Which type of Wrangle node operates on the entire geometry only once?
Why is it more efficient to store the @Time
attribute as a detail attribute rather than on points, primitives, or vertices?
Why is it more efficient to store the @Time
attribute as a detail attribute rather than on points, primitives, or vertices?
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?
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?
Which of the following is NOT a special attribute?
Which of the following is NOT a special attribute?
What is the proper syntax to create an array of floats called myArray
with values 1.0, 2.0, and 3.0?
What is the proper syntax to create an array of floats called myArray
with values 1.0, 2.0, and 3.0?
Flashcards
What is Vex?
What is Vex?
A language used for algorithmic design and procedural modeling, especially in Houdini.
What are the main attribute types?
What are the main attribute types?
Point, primitive, vertex, and detail.
What are point attributes?
What are point attributes?
Associated with the points that make up a polygon or geometry.
What are primitive attributes?
What are primitive attributes?
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What are vertex attributes?
What are vertex attributes?
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What are detail attributes?
What are detail attributes?
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What is the Geometry Spreadsheet?
What is the Geometry Spreadsheet?
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What are the common data types in Vex?
What are the common data types in Vex?
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What is f@attribute_name?
What is f@attribute_name?
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What is v@attribute_name?
What is v@attribute_name?
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How does multi-threading in Vex work?
How does multi-threading in Vex work?
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What are special Vex attributes?
What are special Vex attributes?
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What does @P do in Vex?
What does @P do in Vex?
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What does @cd do in Vex?
What does @cd do in Vex?
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What does ptnum represent?
What does ptnum represent?
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What does primnum represent?
What does primnum represent?
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What does @Frame represent?
What does @Frame represent?
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What does @Time represent?
What does @Time represent?
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What does Detail Wrangle do?
What does Detail Wrangle do?
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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
, andPz
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 valueforce
: 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.
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