转:Houdini的一些常用变量

原文地址:http://blog.sina.com.cn/s/blog_6856498b0100m55n.html

= 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(thenumberofframesintheanimation)= FEND - FSTART+1.Seealso 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. RFSTARTand 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 ( F1)/ 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.

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转载自blog.csdn.net/esau2/article/details/75073147