学习笔记:Houdini的Manipulate分类下节点的基本用途
作者:互联网
目标
简单学习Manipulate分类下节点的基本用途。
(备注:其中“Linear Taper”节点和“Twist”节点都是“Blend”节点)
1. Bend
This node lets you define a capture region around (or partially intersecting) a model, and apply deformations to the geometry inside the capture region.
该节点让你在模型周围(或部分相交)定义一个“捕获区域”,并将变形应用于“捕获区域”内的几何体。
可用的变形包括:
详见官方文档。
2. Bulge
The “magnetic field” of influence is defined by a metaball field.
使用由 metaball 定义的“磁场”来影响几何体
(这个节点是Magnet节点的简化版本)
3. Clay
Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.
让你可以对 NURBS 表面进行变形——拉扯其表面上的一点。
(指定点的位置是通过图元的UV)
4. Creep
This operator changes each of the source input geometry points into a new space. The X and Y components of the source points will become the U and V positions on the surface. The Z component becomes a displacement along the surface’s normal at the (U, V) position.
这个操作将源几何体变换到一个新的空间,XY分量将对应于图元的UV位置,Z分量将作为朝着表面法线的偏移。
5. Curve Clay
类似Clay节点,不过不是用点,而是使用曲线来控制移动。
6. Deformation Wrangle
This node runs the snippet on point in the input geometry. The code should update a vector pos variable to a new deformed location.
该节点在输入几何体的点上运行代码片段。 代码应将向量pos
变形为新的位置。
7. Delete
Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.
删除几何体的元素(按照group、实体编号、包围体积、面/点/边的法线、或degeneracy)
8. Copy and Transform
Copies geometry and applies transformations to the copies.
拷贝几何体然后为副本应用transform。
9. Edit
以交互的方式来变换或雕刻几何体的面/边/点。
10. Fractal
This node will create random-looking deviations and sub-divisions along either a specified normal vector (the Direction xyz fields) or the vertex normals of the input geometry. This is great for the creation of terrains and landscapes.
这个节点将沿着“一个指定的方向”或“模型的顶点法线方向”来创建看似随机的细分。这在创建地形的时候很有用。
11. Inflate
Deforms the points in the first input to make room for the inflation tool.
If two inputs are given, the second input is the inflation tool.
对输入几何体的顶点进行变形,为“inflate tool”创造空间。
如果指定了第二个输入,那么第二个输入是“inflation tool”。
12. Magnet
Deforms geometry by using another piece of geometry to attract or repel points.
通过使用另一块几何体来吸引或排斥点来使几何体变形。
(类似Bulge,但更复杂)
13. Match Axis
This operator takes an arbitrary axis of the input geometry and aligns it to a given axis.
这个操作将输入的一个轴向对齐到另一个给定的轴向。
14. Match Size
The Match Size operation moves and scales the first input to match the second input. If no second input is present, the provided position and size are used to define the destination bounding box.
这个节点通过移动和缩放将第一个输入匹配第二个输入。 如果不存在第二个输入,则使用给定的位置和大小来定义目标边界框。
15. Mountain
Displaces points along their normals based on fractal noise.
This operator uses normal attributes on the input geometry. If a normal has 0 length, this operator will not displace the point along that normal.
这个节点基于分形噪声将顶点沿着法线方向移动。
它使用了输入几何体的法线属性,如果法线是0则顶点就不会移动。
16. Path Deform
Deforms geometry using the shape of a curve.
使用曲线来对几何体形变
17. Peak
Moves primitives, points, edges or breakpoints along their normals.
沿着法线方向移动面、点、边、或breakpoint。
18. Point Jitter
This node will randomize point locations by slightly altering their values. This is useful when precisely aligned data can be a problem. For example, a set of springs that are exactly aligned might be in unrealistically precise balance. Jittering the point positions will break the artificial symmetry.
该节点将通过稍微改变点的值来随机化点的位置。 当精确对齐的数据会是一个问题时,可以使用此节点。 例如:一组精确对齐的弹簧可能处于现实中不可能存在的精确平衡状态。而抖动点位置会破坏这种人工造成的对称性。
19. Point Relax
This node looks for any points that, if they were spheres with the specified radii, would be overlapping, and attempts to move them to nearby locations that reduce the overlap. This helps avoid having points that are too close to each other. This process is repeated until there are no overlapping points, or the Max Iterations limit is reached.
此节点将会查看任何顶点,看他们是否在指定半径的球体内重叠,如果有则尝试将它们移动到减少重叠的附近位置。 这有助于避免顶点彼此过于接近。 重复此过程,直到没有重叠或达到最大迭代次数限制。
20. Primitive
在Houdini中,每个几何体primitive都有属性,例如:XYZ位置、尺寸、朝向、颜色、不透明度。
一个Bezier表面是一个单独的primitive,一个NURBS也是,而一个“polygon mesh”可以有成百个独立的primitive构成。
你可以使用这个节点来:
- Translate, rotate, and scale primitives.
- Apply parametric affine transformations to a profile curve.
(When transforming profile curves, you can only rotate around the Z axis, since the X and Y axes are projected onto the surface and so cannot rotate off the surface. Similarly, you cannot scale along the Z axis.) - Make primitives open or closed.
- Reverse the vertex order of all faces.
- Reverse surface normals (for example, to map a texture onto the inside of a sphere).
- Apply transforms per-primitive.
- Set primitive attributes such as color.
21. Ray
Projects one surface onto another.
将一个表面投射到另一个表面上。
22. Revolve
Revolves a curve around a center axis to sweep out a surface.
围绕中心轴旋转曲线以“扫”出曲面。
23. Ripple
Generates ripples by displacing points along the up direction specified.
通过沿指定的“上”方向移动点来生成涟漪。
24. Sculpt
Lets you interactively reshape a surface by brushing.
以交互的方式用笔刷对表面重塑。
25. Smooth
Smooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
在不增加点数的情况下平滑(或者说“放松”)多边形、网格和曲线。
26. Soft Peak
Moves the selected point along its normal, with smooth rolloff to surrounding points.
Unlike the Peak node, Soft Peak takes into account a rolloff function and a radius of influence.
将所选顶点朝着它的法线方向移动,附带对周围顶点衰减的影响。
不同于Peak节点,此节点考虑了半径范围内的不断衰减的影响。
27. Soft Transform
Moves the selected point, with smooth rolloff to surrounding points.
将所选顶点移动,附带对周围顶点衰减的影响。
28. Topo Transfer
Non-rigidly deforms a surface to match the size and shape of a different surface.
使用非绑定的方式,对表面进行变形使其匹配另一个表面的形状。
详细介绍可看官方文档
29. Trail
The Trail op takes an input op and makes a trail of each point of the input op over the past several frames, and connects the trails in different ways.
这个节点接受一个输入,基于过去几帧中对输入几何体的每个点做一条轨迹,并以不同的方式连接轨迹。
30. Transform
The Transform operation transforms the source geometry in “object space” using a transformation matrix.
这个节点使用一个变换矩阵将源几何体在“物体空间”下变换。
31. Transform Axis
Transforms the input geometry relative to a specific axis.
对输入几何体相对于特定的轴来变换。
32. Transform By Attribute
Unlike the Transform SOP, the transform applied to each point will be different, and be governed by a point attribute.
不同于Transform节点,此处应用于每个顶点的变换是不同的,通过顶点属性来控制。
33. Transform Pieces
The Transform Pieces SOP can be used to transform input geometry according to transformation attributes on the template geometry
这个节点将根据“模板几何体”上的属性来对输入几何体进行变换。
标签:节点,point,geometry,几何体,points,input,Houdini,Manipulate 来源: https://blog.csdn.net/u013412391/article/details/116917722