Houdini 中文帮助文档

three Point Light

是一个经典的照明方式,有主光,填充光,边缘光。使用此灯光可以用于场景中物体的基本照明。

主光提供了主要照明,通常在物体的正面,并且会投射阴影,通常使用暖色。

背光是一个辅助照明,更突出物体的轮廓,使物体跃然纸上,通常使用冷色,和主光成鲜明的对比。

侧光主要用于弥补较为暗的区域,使场景不会出现死黑的地方。

Parameters

Transform

Keep Position When Parenting 当物体被重设父对象时,通过改变物体的变换参数来维持其当前的世界位置。
Pre-transform menu 此菜单包含着用于控制预变换数值的选项。预变换是一个内部变换,在运用上优先于角度变换参数。 其允许你在不必改变整体变换的情况下,改变用于移动,旋转,缩放参数值的参考对象的帧。

Clean Transform 恢复移动,旋转,缩放参数为其默认数值,但保持总变换不变。
Clean Translates 设置移动参数为(0,0,0),但保持总变换不变(像Maya的冻结参数一样)。
Clean Rotates 设置旋转参数为(0,0,0),但保持总变换不变。
Clean Scales 设置缩放参数为(1,1,1),但保持总变换不变。
Extract Pre-transform 通过设置移动,旋转,缩放参数来保持总变换不变,但会移除预变换(即把预变换中的数值放入变换参数中,清空预变换信息)。
Reset Pre-transform 不改变任何参数,完全移除预变换。如果在移动,旋转,缩放参数中有非默认的数值,此会改变物体的总变换。(和Maya的重置变换类似)
Transform Order 设置所运用的变换的顺序,如先运用旋转,再运用缩放,最后是移动。
Translate 沿着X,Y,Z轴的移动。
Rotation 沿着X,Y,Z轴的旋转角度。
Scale 沿着X,Y,Z轴的非统一缩放。
Pivot 物体的局部原点,也可以查看设置轴心点。
Uniform Scale 沿着所有的三个轴向统一的缩放物体。
Look At 要指向的物体。约束一个物体,使其-Z轴总是指向另一个物体的中心位置。
Look At Up Vector 当指定一个注视时,可以指定用于注视的向上轴。此向上轴可以控制物体的旋转。

Don’t Use Up Vector 不适用向上轴。
Use Up Vector 当物体注视时,精确的定义物体的Y轴方向。
Use Quaternions 四元数是一个数学化的3D旋转。此方式会在球体上查找将一个点移动到另外一个点的最高效的方式。
Path Object 设置一个曲线或物体路径,此物体会跟随路径中的曲线或物体。(Houdini中路径动画在此处设置)
Roll 物体绕着路径的方向。
Position 物体在路径上位置。0表示在路径的开端,1表示在路径的末端,大于1会在路径上循环运用。
Parameterization

参数化

控制位置参数如何变换到路径曲线的一个点上。使用弧长(默认的)可沿着曲线均匀的插值计算位置数值。

使用Uniform方式在曲线节间分配位置数值。此可以让你在特定点处减慢物体的运动(在路径曲线中将节聚成一团)。可以有效的控制物体在路径曲线上的路径。

Orient Along Path 根据路径的曲率设定物体的方向。
Orient Up Vector 设置物体的Y轴方向。
Auto-Bank factor 自动倾斜因子,控制物体在转角处的倾斜度。值为0会关闭自动倾斜。

Light

Categories Defines the set membership of this object.
Look At Camera The camera which views the subject. This allows the light rig to orient itself properly, so that the key light illuminates from the front, while the rim light illuminates from the back, etc.
Camera Up Vector How the rig rotates around the viewing axis to align it with the camera up vector.

Use up vector The light rig is going to be oriented so that its up vector lies in the plane formed by the viewing direction axis and the camera up vector.
Use quaternions The light rig rotates from its natural orientation (up-vector being y-axis) to align with the camera up vector using quaternions (great circle rotation).
Use Only Camera Azimuth Light rig rotates only horizontally (i.e., only around the vertical axis) regardless of the animation path of the camera.
Lights Enabled Disables all lights in the viewport when turned off.
Use lights look-at target Fine-tuning of the exact point where light components are directed.
Lights Look At The point in space at which the component lights are directed when Use lights look-at target is enabled

Key Light

Light Enabled The Key Light illumination. When turned off, equivalent to setting the light intensity to 0.
Show Direction Manipulator The direction the Key Light is coming from.
Direction To Light Changes the direction of the Key Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.
Translate Adjusts the light position.
Rotate Adjusts the light rotation.

Light

Light Type Type of light used to illuminate an object.

Distant Light A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.
Spot Light Radiates a cone shaped beam of light from a point towards a certain direction.
Point Light Emits light from a point in all directions, similar to a light bulb.
Light Color The color of light illuminated on the object.
Light Intensity Amount of light placed on the selected color. For example, if the intensity is 0, the light is disabled.
Diffuse Contribution Diffuses illumination on a given surface.
Specular Contribution Provides specular highlights when illuminating an object surface.

Spot Light Options

Note You can only change the Cone parameters when using a Spot Light light type.
Cone Angle The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.
Cone Delta Penumbra degree for spotlights.
Cone Rolloff Shape exponent of penumbra (larger = sharper).
Projection Map Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.
Use cone angle for field of view Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.
Projection Angle The viewing angle used for depth map generation when perspective view is used.
Orthographic Width Controls the field of view for depth map generation.

Shadows

Shadow Type
No Shadows No shadows are cast by this light.
Ray-Traced Shadows (default) Uses Ray Tracing to compute shadows from this light source.
Shadow Mask Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.
Shadow Bias The bias when computing shadows from Key Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.
Shadow Intensity Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.
Shadow Quality Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.
Shadow Softness A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.
Shadow Blur Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.
Transparent Shadows The surface shader of occluders are evaluated to determine opacity. Turning this option on will cause deep shadow maps to be used when shadowing using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

Shadows of transparent objects, including volumetric objects.

Motion-blurred shadows.

Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options

Auto-generate Shadow Map Path is automatically generated.
Shadow Map The path to the shadow map.
Resolution The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.
Pixel Samples The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).
Near Clipping Distance to the near clipping plane.
Far Clipping Distance to the near clipping plane.
Depth Map Motion Blur When rendering deep shadow maps, it is possible to capture motion blur. If motion blurred shadows are desired, it’s important to turn on Transparent Shadows.

Fill Light

Light Enabled The Fill Light illumination. When turned off, equivalent to setting the light intensity to 0.
Show Direction Manipulator The direction the Key Light is coming from.
Direction To Light Changes the direction of the Key Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.
Translate Adjusts the light position.
Rotate Adjusts the light rotation.

Light

Light Type Type of light used to illuminate an object.

Distant Light A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.
Spot Light Radiates a cone shaped beam of light from a point towards a certain direction.
Point Light Emits light from a single point in all directions, similar to a light bulb.
Area Light Automatically distributes a number of light sources over a specified area. There are five area light shapes to choose from.
Light Color The color of light illuminated on the object.
Light Intensity Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.
Diffuse Contribution Diffuses illumination on a given surface.
Specular Contribution Provides specular highlights when illuminating an object surface.

Spot Light Options

Note You can only change the Cone parameters when using a Spot Light light type.
Cone Angle The size of the spotlight beam. Enter the degree of wideness the spotlight’s cone should be.
Cone Delta Penumbra degree for spotlights.
Cone Rolloff Shape exponent of penumbra (larger = sharper).
Projection Map Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.
Use cone angle for field of view Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.
Projection Angle The viewing angle used for depth map generation when perspective view is used.
Orthographic Width Controls the field of view for depth map generation.

Area Light Options

Area Shape The shape of the area light.

Grid Distributes lights over the area of a plane. This is the default shape created by the area light.
Line/Tube Distributes lights along the length of a straight line.
Disk Distributes lights over the area of a disk.
Sphere Distributes along the outside surface of a sphere. You can put objects inside this shape for an overall soft shadow look that is similar to global illumination irradiance.
Area Samples The number of lighting samples used to evaluate the light source.
Area Size A uniform scale on the area light.
Cosine Falloff Area light rays are weighed with a cosine of a ray direction with respect to the normal area light.
Single Sided Specifies whether the area light emits light from only one side.
Use full sphere for environment Uses full sphere rather than limit the environment to hemisphere.
Use Area Map Currently only used for environment lights.
Area Map Currently only used for environment lights. The area map will be tinted by the color of the light source.

Shadows

Shadow Type
No Shadows No shadows are cast by this light.
Ray-Traced Shadows Uses Ray Tracing to compute shadows from this light source.
Shadow Mask Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.
Shadow Bias The bias when computing shadows from Fill Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.
Shadow Intensity Amount of light blocked by occluders. Decrease the shadow intensity to ensure occluders do not block all the light, allowing some illumination through.
Shadow Quality Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.
Shadow Softness A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.
Shadow Blur Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.
Transparent Shadows Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

Shadows of transparent objects, including volumetric objects.

Motion-blurred shadows.

Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through, as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options

Auto-generate Shadow Map

Path is automatically generated.

Shadow Map The path to the shadow map.
Resolution The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.
Pixel Samples The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).
Near Clipping Distance to the near clipping plane.
Far Clipping Distance to the far clipping plane.
Depth Map Motion Blur When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Rim Light

Light Enabled Rim Light illumination. When turned off, equivalent to setting the light intensity to 0.
Show Direction Manipulator Displays the direction the Rim Light is coming from.
Direction To Light
Translate Adjusts the light position.
Rotate Adjusts the light rotation.

Light

Light Type Type of light used to illuminate an object.

Distant Light A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.
Spot Light Radiates a cone shaped beam of light from a point towards a certain direction.
Point Light Emits light from a point in all directions, similar to a light bulb.
Area Light Automatically distributes a number of light sources over a specified area, creating soft edge shadows. There are five area light shapes to choose from.
Light Color The color of light illuminated on the object.
Light Intensity Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.
Diffuse Contribution Diffuses illumination on a given surface.
Specular Contribution Provides specular highlights when illuminating an object surface.

Spot Light Options

Note You can only change the Cone parameters when using a Spot Light light type.
Cone Angle The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.
Cone Delta Penumbra degree for spotlights.
Cone Rolloff Shape exponent of penumbra (larger = sharper).
Projection Map Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.
Use cone angle for field of view Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.
Projection Angle The viewing angle used for depth map generation when perspective view is used.
Orthographic Width Controls the field of view for depth map generation.

Shadows

Shadow Type
No Shadows No shadows are cast by this light.
Ray-Traced Shadows Uses Ray Tracing to compute shadows from this light source.
Shadow Mask Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.
Shadow Bias The bias when computing shadows from Rim Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.
Shadow Intensity Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.
Shadow Quality Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.
Shadow Softness A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.
Shadow Blur Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.
Transparent Shadows Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Note

The parameters below are Deep shadows. They are produced by default when rendering “Depth Map Shadows” with Transparent Shadows enabled. Their advantages include:

Shadows of transparent objects, including volumetric objects.

Motion-blurred shadows.

Better shadow anti-aliasing.

Deep shadow maps store the opacity of any translucent objects the light ray passes through, as well as the depth of the final opaque surface. Note that Deep shadows use significantly more disk space than plain depth maps.

See Shadow Type for additional information on Deep shadows.

Depth Map Options

Auto-generate Shadow Map Path is automatically generated.
Shadow Map The path to the shadow map.
Resolution The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.
Pixel Samples The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).
Near Clipping Distance to the near clipping plane.
Far Clipping Distance to the far clipping plane.
Depth Map Motion Blur When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Bounce Light

Light Enabled The Bounce Light illumination. When turned off, equivalent to setting the light intensity to 0.
Show Direction Manipulator The direction the Rim Light is coming from.
Direction To Light Changes the direction of the Rim Light as determined by the value of the specified axis. It is a direction vector towards the component light within the three point light rig.
Translate Adjusts the light position
Rotate Adjusts the light rotation.

Light

Light Type Type of light used to illuminate an object.

Distant Light A parallel ray light source far away from the scene. This light casts sharp shadows and ensures that all the surface of an object is illuminated with the rays coming from the same direction.
Spot Light Radiates a cone shaped beam of light from a point towards a certain direction.
Point Light Emits light from a point in all directions, similar to a light bulb.
Area Light Automatically distributes a number of light sources over a specified area, creating soft edge shadows. There are five area light shapes to choose from.
Light Color The color of light illuminated on the object.
Light Intensity Amount of light on the selected color. For example, if the intensity is 0, the light is disabled.
Diffuse Contribution Diffuses illumination on a given surface.
Specular Contribution Provides specular highlights when illuminating an object surface.

Spot Light Options

Note You can only change the Cone parameters when using a Spot Light light type.
Cone Angle The size of the spotlight beam. Indicates the spotlight cone’s degree of wideness.
Cone Delta Penumbra degree for spotlights.
Cone Rolloff Shape exponent of penumbra (larger = sharper).
Projection Map Specifies the image that gets projected. The viewing angle of the light will determine the area of projection.
Use cone angle for field of view Defines the field of view when rendering shadow maps or using a projection map with a spot light. Turn off this parameter to enable the Projection Angle or Orthographic Width parameters.
Projection Angle The viewing angle used for depth map generation when perspective view is used.
Orthographic Width Controls the field of view for depth map generation.

Area Light Options

Area Shape
Grid Distributes lights over the area of a plane. This is the default shape created by the area light.
Line/Tube Distributes lights along the length of a straight line.
Disk Distributes lights over the area of a disk.
Sphere Distributes along the outside surface of a sphere. You can put objects inside this shape for an overall soft shadow look that is similar to global illumination irradiance.
Area Samples

The number of lighting samples used to evaluate the light source.

Area Size A uniform scale on the area light.
Cosine Falloff Area light rays are weighed with a cosine of a ray direction with respect to the normal area light
Single Sided Specifies if the area light emits light from only one side.
Use full sphere for environment Uses full sphere rather than limit the environment to hemisphere.
Use Area Map Currently only used for environment lights.
Area Map Currently only used for environment lights. The area map will be tinted by the color of the light source.

Shadows

Shadow Type
No Shadows No shadows are cast by this light.
Ray-Traced Shadows (default) Uses Ray Tracing to compute shadows from this light source.
Shadow Mask Mask objects that occlude for the light source. Shadow rays intersect objects when using ray-traced shadows. If you use depth map shadows, these objects appear in the depth map.
Shadow Bias The bias when computing shadows from bounce Light. If occluders are within this small distance, they are not considered shadowers. This is to prevent self-shadowing artifacts due to the limited resolution of depth map shadows.
Shadow Intensity Amount of light blocked by occluders. Decrease the shadow intensity to ensure the occluders do not block all the light and allow some illumination through.
Shadow Quality Adjusts the quality of lookups when evaluating standard shadow maps or blurred shadows.
Shadow Softness

A blur on the shadow map when using depth mapped shadows. This is relative to micropolygon sizes when rendering with “Micropolygon Rendering”.

Shadow Blur Controls a fractional blur of the shadow map image when rendering. Use Shadow Blur to blur the map disregarding the surface derivatives.
Transparent Shadows

Evaluates the surface shader of occluders to determine opacity. Turning this option on causes deep shadow maps to be used when using Depth Map Shadows.

Depth Map Options

Auto-generate Shadow Map Path is automatically generated.
Shadow Map The path to the shadow map.
Resolution The resolution of the shadow map. It is recommended that you keep the resolution the same in X and Y.
Pixel Samples The number of pixel samples when rendering shadow maps. This is more important when using deep shadow maps (transparent shadows).
Near Clipping Distance to the near clipping plane.
Far Clipping Distance to the far clipping plane.
Depth Map Motion Blur When rendering deep shadow maps, it is possible to capture motion blur. If you desire motion blurred shadows, turn on Transparent Shadows.

Subnet

Display Whether or not this object is displayed. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object, or 1 to show the object. If the checkbox is off, Houdini ignores the value.
Output Transform Allows you to choose the position in space that is defined by the output transform of the three point light node. Input 1 is the same as the input space (i.e – position of the input node). Choosing key light, for example, outputs the key light position. Any node subsequently parented to the output of the light rig will be positioned in that space.
Visible children Space separated list of objects to display inside the subnet. Use * to make all objects visible (default), and Wildcards and bundle references to specify objects.

This parameter lets you:

Quickly filter the visible objects based on an existing naming convention, for example *_proxy.

Control visibility of objects inside a locked digital assets where the display flags are not available.

In a normal subnet you can simply go into the subnet and set the display flag on objects.

Viewport Selecting Enabled Object is capable of being picked in the viewport.
Select Script Script to run when the object is picked in the viewport. See select scripts .
Cache Object Transform Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.

See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.

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