Houdini 中文帮助文档

OpenGL

Render an image using the hardware-accelerated 3D viewport renderer.

The OpenGL output operator renders the scene using the graphics hardware present on the system. It uses the 3D viewport renderer, but without rendering any handles, guides or other decorations. A limited set of display options is provided as parameters. This operator can be used in non-graphical applications, such as hbatch or hython.

Note

OpenGL 3.0 or GL_EXT_framebuffer_object is required to use this operator. A graphics device must be present on the system.

Parameters

Render 使用上一次的渲染控制设置来开始渲染。
Render Control 打开渲染控制对话框,允许你在渲染前调节渲染参数。
Valid Frame Range 控制渲染的帧范围,有“Render any frame”,“Start/End/Inc ”,Render Frame Range方式。

Render Any Frame 基于播放条上的数值或所连接的渲染输出节点中所需的帧来渲染帧。
Render Frame Range 渲染一个序列帧。如果连接了一个渲染输出节点,此范围会被忽略,会优先使用渲染输出节点中的帧范围。
Render Frame Range (Strict) 渲染一个序列帧范围。
Start/End/Inc 指定要渲染的帧范围(起始帧,结束帧,递增值)。所有的数值都可以是浮点值。

这些参数定义用于输出驱动节点的局部变量值。

Render With Take 输出驱动节点在渲染前会切换到该take,并且当渲染完成时,还原当前的take。选择“current”选项会在渲染时使用当前的take。

 

Scene

Camera 定义场景的相机物体。
Scene Path 用于场景的根路径。在该物体网络中的所有物体和灯光都会被渲染。
SOP Source 要渲染物体中的那些几何体,可以是开启显示标志,或渲染标志的SOP。
Candidate Objects 指定场景中的哪些物体会被渲染(如果设置了其显示标志,它就会被渲染)。路径可以是绝对的,或相对于场景的路径。可以使用通配符(*, ?)。
Force Objects 指定匹配该参数的名称或样式的物体应当总是在场景中出现,即使它们的显示标志是关闭的。
Exclude Objects 如果它们匹配该参数给定的名称或样式,就不会再场景中包含这些物体。此会覆盖“备选”和“强制物体”参数。
Candidate Lights  指定哪些灯光会用于照亮场景。
Force Lights 匹配该参数的名称或样式的灯光总是会在场景中出现,即使它们是被禁用的。
Exclude Lights 如果它们匹配该参数给定的名称或样式,就不会再场景中包含这些灯光。此会覆盖“备选”和“强制灯光”参数。
Initialize Simulation OPs 强制所有模拟的OPs为重置的数值。此包含DOP网络,POP SOPs,以及其它的缓存其结果的OPs。
Show in Viewport Menu 当启用时,此ROP会在视窗的渲染菜单中出现。
Override Camera Resolution 使用该参数会覆盖相机的分辨率。
Resolution 该分辨率会覆盖相机的分辨率。
Pixel Aspect Ratio 设置图像的像素比。

Output

Output Image 设置在何处渲染图像,如在Mplayer中渲染(设为ip方式),或者将图像保存一个图像(可支持的格式有:.pic, .tif, .sgi, .pic.gz, .rat, .jpg, .cin, .rta, .bmp, .tga, .rad, .exr, and .png)。在文件名中包含$F变量,可以渲染动画图像。
Image Format 设置所渲染的图像格式(即图像的扩展名)。
Create Intermediate Directories

创建媒介目录

给输出文件创建一个父目录。当前此只会运用到生成的脚本,图像,阴影贴图上。
Gamma 给输出图像运用Gamma校正。
LUT 在运用Gamma后,给输出图像运用LUT。

Display Options

Note

The capabilities of the graphics hardware and driver may cause some of these options to be disabled.

Antialias Enables high-quality rendering by smoothing jagged edges of lines and polygons. Increasing this setting will proportionately increase the amount of framebuffer memory used. 4x and 8x modes should only be used if the graphics memory installed on the graphics card is 1GiB or higher.
High Dynamic Range Rendering Enables High Dynamic Range (HDR) rendering which produces higher quality results for volumes and transparency. It can also be used in conjunction with a LUT to view superwhite values. If enabled, 16b floating point HDR images are rendered. Enabling this option doubles the framebuffer size.
Stereo Mode When the Camera is a stereo camera, this determines the type of output image(s).

Anaglyph A red/cyan anaglyph image is produced, for use with red/cyan glasses.
Separate Left/Right Images Two images are produced for each frame, one for the left eye and the other for the right.
Shading Mode Select a shading mode for all geometry in the scene.
GL Renderer Allows selection of the GL renderer, but only in hython or hbatch. In Houdini, the GL renderer follows the setting in the 3D Viewport tab of the Houdini Preferences.
Display Textures Materials will include textures if enabled.
High Quality Light Shading Area and environment lights are rendered with more accurate representations. Spotlight falloff and ramp-based attenuation are also incorporated into the shading. This mode attempts to closely match the results seen in mantra at the expense of performance.

Note

This may disable Antialiasing if the graphics hardware does not support certain OpenGL features.

This shading does not apply to transparent objects if Transparency is enabled. Normal shading is used instead. Additionally, this feature requiresMaterial Shaders.

Light Sampling The number of samples to use when rendering area and environment lights inHigh Quality Light Shading mode. It is ignored when this mode is not active. Higher numbers produce more accurate results, at a slight performance hit.
Shadows Enables light shadowing from those lights which have their Shadow Typeparameter set to a shadowing method. This option decreases performance and increases graphics memory use but greatly improves the quality of the viewport display.

Tip

The light’s shadow map(s) are re-calculated when its position, orientation or projection changes. You may want to disable shadows while editing a light to improve interactivity.

Increasing the shadow quality will improve the shadow’s visualization, especially for area and environment lights, with a corresponding performance decrease.

Point All lights are shadowed as if they were point lights, producing hard shadow edges. This is the lowest quality setting.
Antialiased Point Improve the shadow edges by softening jagged edges caused by light map aliasing.
Area Area lights use many shadow maps to produce a soft shadow effect. Environment lights perform more sampling. This has no effect on other light types (point will be used in these cases). Moving an area light with this option on will result in slower interactivity.
Antialiased Area Soften the jagged edges of shadows, which improves the soft shadow look.
Smoothed Area Selectively blur the resulting area shadow to maintain hard edges, but smooth the soft areas. This requires another pass per light and decreases performance.
Shadow Map Size Controls the resolution of the shadow maps. Increasing the shadow map size will reduce the jaggedness of shadow edges and improve fine shadow detail. Larger maps may affect performance and will use more graphics memory.
Ambient Occlusion Enable screen-space ambient occlusion, which shadows objects based on the amount of ambient light that could reach a surface. Areas in corners and sunken areas will receive shadowing. The numeric value increases the quality and range of effect of the occlusion. Enabling this option will slow performance somewhat.High Quality Light Shading andMaterial Shaders are required for occlusion to work.

Note

The HIP file’s Unit Length parameter affects how far away the shadowing effect extended.

Transparency Draw objects with per-pixel alpha, texture maps with alpha or material transparency using alpha blending (via an over operation). When off, pixels with non-zero alpha are drawn and zero alpha pixels are discarded. The quality of the transparency can also be selected, with the higher quality options impacting performance.

Low Transparent objects are only sorted by object order. Overlapping surfaces within an object may be rendered incorrectly, unless objects are sorted manually in the scene hierarchy list or aSort SOP is used at the end of the object’s geometry chain.
Medium Transparent objects are sorted per-pixel, producing a more realistic display of complex transparent objects.
High Transparent objects are sorted per-pixel and are shadowed, if shadows are enabled. More render passes are used to resolve transparent layering issues, if they are needed.

Note

Medium and High transparency modes require Material Shaders.

Geometry

Volume Quality
Very Low An axis-aligned volume is drawn, with volume slices parallel to one of the volume box’s faces. This is the fastest option but produces a visual pop as the volume is rotated in the view. Overlapping volumes will produce visual artifacts.
Low A view-aligned volume is drawn, with volume slices drawn parallel to the viewport. This produces a higher quality visualization of the volume. Overlapping volumes will render correctly. The slices are widely spaced apart. This is the fastest of the view-aligned options, and is useful for working interactively with dozens of volumes.
Normal A view-aligned volume is drawn, with volume slices packed more densely together. More slices are drawn so the overall render is slower than ‘Low’. This option strikes a good balance between quality and performance.
High A view-aligned volume is drawn with slices drawn very densely. This is the slowest but best quality rendering of volumes.

Tip

Enabling HDR Rendering will remove any banding artifacts from volumes.

Geometry LOD (Level of Detail) Increases or decreases the display resolution of Metaballs, NURBS, and Bezier surfaces.
Wire Width The width, in pixels, of wireframe and wire-over-shaded lines.
Wire Blend The amount that wire-over-shaded lines are blended with the underlying shaded surface. Values near zero make these lines very faint, while a value of one draws the line without any blending (opaque). This does not affect pure wireframe, hidden line, or invisible line modes.
Particle The particle representation to use:

Point Draw particles as points, affected by the Point Size, in screen pixels. They are not affected by perspective.
Pixel Each particle is a single pixel. This is useful for visualizing dense flip simulations.
Lines Particles are drawn as streaks so it is possible to see their direction.
Discs Draw particles as discs, affected by the Disc Size, in world units. They are affected by perspective.
Orient Discs to N In particle disc mode, discs can be oriented to the direction of the normal (N) attribute on the particle. They will face the direction of the normal. Otherwise the discs are drawn screen-aligned so that they face the camera.
Use Sprites Display sprites instead of the current Particlerepresentation if a sprite attribute is found, such asspriteshop, spritescale orspriterot. If disabled, these attributes are ignored and theParticle representation is always used.
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