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Houdini Vex - Vector EXpressions - more
information on vex can be found on OdWiki>>> and in the Houdini help files. Each downloaded zip file contains an otl file, an example file and a config directory. The otl file contains the code for the vex operator. The config folder should be copied to your $HOME/Houdini#.# path, where #.# is the current version of houdini, for example Houdini8.2. The .otl file can be saved anywhere you like and installed using the Install Operator Type Library... command, which can be found under the file menu. If you are unsure where $HOME is type echo $HOME in the textport of Houdini. Unlike versions of these files you may find posted on Exchange>>> these are all usuable in commercial hip files without the danger of turning them into Apprenctice files. They are however still compatible with Apprentice. Be aware though that the example files are made in Apprentice so don't copy sops from them unless you are also using apprentice. |
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AttributeBlur Sop Duplicates some of the functionality that can be achieved with the attributeTransfer Sop with a couple of useful differences, firstly if a normal attribute "N" is found on the input then only attributes assiociated with points facing the same way will get blurred. Secondly because its a vex sop you can use threading to speed up the calculation. This sop is a nice simple example of the use of point clouds. Version: Houdini 8 |
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Bend
Sop A old vex sop that still has some uses. Unlike the twist sop with this bend sop lets you bend a tube into a complete circle. It also supports limits so that you don't have to bend the entire geometry. It does have some quirks but I've never gotten around to fixing them. Version: Houdini 8 |
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Flatten
Sop A little utility sop for flattening points onto a plane in various ways. Version: Houdini 8 |
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Occlusion
Sop A little utility sop for adding an occlusion attribute to geometry, handy for driving shaders - for example dirt build up in occluded areas of geometry. Version: Houdini 8 |
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SnapTo
Sop A simple sop for snapping points in one piece of geometry to points in another. Version: Houdini 8 |
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Orient Sop A utility sop for align one piece of geometry with another - the orientation is calculated by comparing a specific primitive normal on the first input with another specified one on the second input. Version: Houdini 8 |
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Oriented Bounding Prim Sop A utility sop that will attempt to align and scale input 1 to input 2. Similiar but not the same as the oriented bounding box option on the box sop. Version: Houdini 8 |
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Micro Bevel Vop A utility vop that will calculate a beveled normal for shaders. A rounded or 45degree N is returned for edges that have non continuous normals. This is intended for use in shaders made for hard edged geometry to generate tiny specular highlights on edges to give a more realistic impression of solidity. The motivation for this is that no man made edge is ever 100% sharp and will always display some amount of bevelling. Version: Houdini 8 & Houdini 10 |
download H8>>> download H10>>> |
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Attribute Dilate Sop A utility sop that expands (dilates) float and vector attributes. Geometry points with attributes of high value will expand out into areas where the attribute value is lower. This happens using point connectivity, one application of the sop will dilate by 1 edge distance into the surrounding areas. Once again hard to describe easy when you see it! Version: Houdini 8 |
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Depth of Field [simple] Cop A version of the Depth of field cop that uses a different set of parameters to define how Pz is modified for use in a defocus cop. The idea is that it is easier to specify how a scene should be defocused by using the actual values found in the Pz channel. Version: Houdini 8 |
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Occlusion
light shader A simple light shader with built in occlusion. Rather than doing occlusion as a seperate pass this lets you build it right into the lighting. VOP network included in example hip file. Now updated to include bend light functionality - see below. Version: Houdini 9.5 |
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Bend light
shader A simple light shader that allows the path of light to be bent towards the surface normal at the edges of lit objects the effect is controlled by a fresnel falloff. VOP network included in example hip file. Version: Houdini 9.5 |
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