![]() ![]() Pyro FX Flames / Explosion / Fireball / Billow Smoke / Wispy ![]() Put it on the “get to it later” list when learning Houdini. Most users safely ignore the CHOP context, and so can you, for now. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.ĬHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. It is a generalized language that uses the same environment and functions anywhere inside Houdini.ĬOPs = Composite OPerators in composite type folders. This has replaced all the VEX specific contexts throughout Houdini. VOPs are wrappers around VEX code snippets.ĬVEX = Context agnostic Vector Expression Language. VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside. SHOP = SHading Operators are materials that represent a shader to apply to geometry. Simulations read in geometry from SOPs and passes this data in to the DOP solvers. Any kind of geometry from polygons to volumes.ĭOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. These are used to construct and modify geometry. SOPs = Surface OPerators or geometry nodes that are inside an object folder. Geometry type Object nodes contain SOP nodes that construct and modify geometry that inherit any transforms at the object level. These Object nodes allow you build transform constraint hierarchies. Object = Object type nodes in an Object type folder.
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