Notes on vol100c01b01-05 & c01-02

vol100c01b01


Details View is now called Geometry Spreadsheet.

Houdini no longer has P(w).

In the attribute part of Geometry Spreadsheet (Details View) you don’t see “CD.”

In UV Texture SOP, Apply to is Attribute Class. The default Attribute Class is Vertex.

vol100c01b02

vol100c01b03


Utah Teapot and Soccer Ball are not platonic solids but you can find them in Platonic Solids SOP.

In Primitive SOP, in Attributes tab, change Keep Color to Add Color for Color. If you click on Color under Color (see the screen capture below) you can see the expressions (@Cd.r, @Cd.b, @Cd.b) for RGB components. Some global variables start with @.

If you delete the color using Delete Channels (Ctrl+Shift+LMB), the default color you get is black, not white.

vol100c01b04

Geometry Spreadsheet used to be Details View. Animation Editor used to be
Channels Editor.


vol100c01b05


Operator Bundles (picker) selects lights and objects properly. Try selecting Candidate Lights in Mantra.


vol100c01c01

Remember Desktops are not under Windows any more. In the upper left of Houdini’s main window you find File Edit Render Assets Windows Help and the desktop that is currently selected. Clicking on the desktop shows you options including Desktop Manager.

You won’t see a channel in Motion FX View or Context View unless you select the display flag of a CHOP (e.g. Wave CHOP).

CHOPs no longer have Audio flags. Export flag is the second one on the left.



vol100c01c02

Neither Particle View or /Part any longer exists.

When you go into a popnet, you find a basic popnet setup (See the screen capture below).

Scene View shows you particles.

In the popnet, in the POP Source named “souce first_input”, Use First Context Geometry is selected as Geometry Source by default. Collision is handled in a different way now (i.e. a collision object is turned into a static object). You won’t find Collision POP.

In POP Source “source_first_input”, in Attributes tab, selecting Add to inherited velocity as Initial Velocity and setting 0 1 0 as Velocity let particles shoot upwards.

Insert Gravity Force between popsolver and output.