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Houdini的一些常用变量

(2010-09-02 16:27:24)
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杂谈

= Global expression variables =
 
== Playbar variables ==
 
`$FPS`:
Playback speed in frames per second (as set with the Playbar controls).
 
`$FSTART`:
Frame number of the first frame of animation (as set with the Playbar controls). $NFRAMES (the number of frames in the animation) = $FEND - $FSTART + 1.
See also $RFSTART below.
 
`$FEND`:
Frame number of the last frame of animation (as set with the Playbar controls).
See also $RFEND below.
 
`$F`:
The current frame, (as set with the Playbar controls). This is a very useful variable, especially for rendered picture filename numbering.
 
`$FF`:
Floating point frame number.
 
`$NFRAMES`:
Number of frames in the animation. $NFRAMES = $FEND (the last frame of animation) - $FSTART (the first frame of animation) + 1.
 
`$RFSTART`:
Frame number of the first frame shown in the playbar. The playbar can show a subset of the total number of frames, allowing you to focus on a particular section of a long animation. $RFSTART and $RFEND control the subset of frames shown in the playbar.
 
`$RFEND`:
Frame number of the last frame shown in the playbar.
 
`$T`:
Current time in seconds. Equals ($F-1)/$FPS
 
`$TLENGTH`:
Total length of animation in seconds.
 
`$TSTART`:
Start time of animation in seconds.
 
`$TEND`:
End time of animation in seconds.
 
== Global Variables ==
 
`$ACTIVETAKE`:
Contains the name of the current take.
 
`$E`:
The mathematical constant e (2.71828...).
 
`$HFS`:
The directory where Houdini is installed.
 
`$HH`:
`$HFS/houdini`.
 
`$HIP`:
Job directory. This defaults to the directory where you started Houdini. You can set it through the Textport.
 
`$HIPNAME`:
The name of the current .hip file.
 
`$HOME`:
Your home directory.
 
`$JOB`:
A custom variable that determines where your jobs are located.
 
`$PI`:
The mathematical constant pi (3.1415926...). You can use it to calculate the lengths of arcs. 2*$PI*r (radius of circle) equals the circumference. Also, pi = 180藲 expressed in radians.
 
`$WEDGE`:
Contains the wedge name when using the Wedge ROP.
 
== Channel Variables ==
 
`$OS`:
Operator String. Contains the current OP's name.
 
`$CH`:
Current channel name.
 
`$IV`:
In value (value at start of segment).
 
`$OV`:
Out value.
 
`$IM`:
In slope
 
`$OM`:
Out slope
 
`$IA`:
In acceleration
 
`$OA`:
Out acceleration
 
`$LT`:
Local time - not including stretch or offset
 
`$IT`:
Start time of segment
 
`$OT`:
End time of segment
 
`$LIT`:
Local start time of segment
 
`$LOT`:
Local end time of segment
 
`$PREV_IT`:
Previous segment start time
 
`$NEXT_OT`:
Next segment end time
 
== COP-specific variables ==
 
`$CSTART`:
Start frame of the current COP.
 
`$CEND`:
End frame of the current COP.
 
`$CFRAMES`:
Number of frames for the current COP.
 
`$CFRAMES_IN`:
Number of frames available from the first input COP.
 
`$CINC`:
Gets the global frame increment value.
 
`$W`:
Current image width.
 
`$H`:
Current image height
 
== Output Driver Specific Variables ==
 
`$N`:
Current frame being rendered.
 
`$NRENDER`:
Number of frames being rendered.

 

 

 

 

 

 

 

 

 

 

= Standard Variables =
 
NOTE:
Variable names ending with `2` refer to the geometry from the second input, if applicable. For example, `PT2` is the current point number from the second input.
 
TX, TY, TZ:
Point position.
 
TW:
See WEIGHT.
 
CEX, CEY, CEZ:
The centroid of the geometry.
 
XMIN, XMAX:
The X extents of the bounding box of the geometry.
 
YMIN, YMAX:
The Y extents of the bounding box of the geometry.
 
ZMIN, ZMAX:
The Z extents of the bounding box of the geometry
 
SIZEX, SIZEY, SIZEZ:
The size of the bounding box.
 
BBX, BBY, BBZ:
The point鈥檚 relative position in the bounding box.
 
WEIGHT:
Point spline weight.
 
PT:
The point number of the currently processed point.
 
PR, NPR:
Primitive number & total number of primitives.
 
VTX, NVTX:
Vertex number & total number of vertices.
 
NPT:
The total number of points in the template geometry.
 
LIFE:
Percent of total life used (from 0 to 1).
 
NX, NY, NZ:
Normal vector.
 
MAPU, MAPV, MAPW:
Point or vertex texture coordinates.
 
VX, VY, VZ:
Velocity direction.
 
MAT:
Material name specification.
 
CR, CG, CB:
Diffuse point or vertex color.
 
CA:
Point or vertex alpha value.
 
COMX, COMY, COMZ:
Center of mass.
 
LOD:
Level of detail.
 
RESTX, RESTY, RESTZ:
The rest position.
 
DIST:
Distance from particle to last collision.
 
MASS:
Point mass.
 
DRAG:
Point drag.
 
TENSION:
Spring tension of an edge.
 
SPRINGK:
Elasticity of a point.
 
PSCALE:
Particle Scale.
 
AGE:
The seconds a particle in the template has been alive.
 
CREASE:
Point or vertex crease weight value.
 
AREA:
The surface area of the primitive (created by the [Measure SOP|Node:sop/measure]).
 
PERIMETER:
The perimeter of the primitive (created by the [Measure SOP|Node:sop/measure]).
 
ID:
The ID of the particle in the input.
 
UPX, UPY, UPZ:
The vector pointed in the up direction.
 
WIDTH:
The width of the curve. Used by [mantra|Node:out/ifd] for rendering curves & polywire for generating trees.
 
SEGS:
Number of segments to divide a curve up into in Polywire (created by [L-systems|Node:sop/lsystem]).
 
DIV:
Number of divisions to build the circle swept with Polywire (created by [L-systems|Node:sop/lsystem]).
 
LAGE:
The age of the point in the [L-system|Node:sop/lsystem] computation.
 
ARC:
Arc length distance from root in the [L-systems|Node:sop/lsystem].
 
GEN:
Generation in the [L-systems|Node:sop/lsystem].
 
CURLAYER:
Stores the currently processed layer for texture/materials (set by the [Layer SOP|Node:sop/layer]).
 
MAXLAYER:
The number of layers that are considered active for display.
 
 
这些都是平常没事时总结下来的

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