| Niagara System | DOP Network |
| Emitter Spawn | popnet输入 |
| Emitter Update/Particle Spawn | pop source |
| Particle Update | pop source与pop solver之间 |
| Event Handler | pop group&pop replicate |
| Generic Simulation Stage | gas repeat solver或sop solver+foreach |
| Render | pop sprite/copy to points/trail(add)/geometry light |
| Niagara Module Script | pop vop |
| Custom Hlsl | pop wrangle |
| Play Audio | pop+chop |
| Play Persistent Audio | |
| Update Persistent Audio | |
| Spawn Rate | pop source/Const Birth Rate |
| Spawn Per Frame | pop source/Impulse count |
| Spawn Burst Instantaneous | pop source/Impulse Activation |
| Beam Emitter Setup | pop+add(sop) |
| Spawn Beam | |
| Beam Width/Scale Beam Width | |
| Collision | pop collisiondetect+pop collisionbehavior |
| Color | pop color |
| Scale Color | |
| Scale Color by Speed | |
| Maintain A Set Distance Between Points | custom(表示Houdini默认没有,需要自己手动实现) |
| Pendulum Setup/Constraint | custom |
| Timeline | custom |
| Avoid Distance Field Surfaces GPU | pop wrangle+volumegradient |
| Move to Nearest Distance Field Surface GPU | pop wrangle+volumegradient+volumesample |
| Collision/Dead/Location Event | pop replicate |
| Acceleration Force | pop force(勾选Ignore Mass) |
| Aerodynamic Drag | pop wind&pop torque |
| Curl Noise Force | pop wind或pop force |
| Drag | pop drag&pop drag spin |
| Gravity Force | pop force |
| Inherit Source Movement | pop source/Inherit Velocity |
| Limit Force | pop wrangle+clamp |
| Line Attraction Force | pop attract |
| linear Force | pop force |
| Mesh Rotation Force | pop torque |
| Point Attraction Force | pop attract |
| Point Force | point force |
| Solve Forces and Velocity | pop solver |
| Sprint Force | pop grain |
| Vector Noise Force | pop force |
| Vortex Force | pop axis force |
| Wind Force | pop wind |
| Kill Particle | pop kill |
| Kill Particle In Volume | |
| Particle State | pop solver/reap particles |
| Jitter Position | popnet输入 |
| Rotate Around Point | |
| Shape Location | |
| Skeletal Mesh Location | |
| Static Mesh Location | |
| System Location | |
| Place Particles on Depth Buffer GPU | pop wrangle+intersect |
| Region Mask | pop group/Bounding |
| Calculate Mass and Rotational Inertia by Volume | custom |
| Calculate Size and Rotational Inertia by Mass | custom |
| Dynamic Material Parameters | Mat/bind |
| Cone Mask | custom |
| Constrain Vector to Cone | custom |
| Fade Over Time | sop solver/attribute fade |
| Find Closest Point on Line Segment | pop wrangle+xyzdist |
| Find Closest Point on Triangle | pop wrangle+xyzdist |
| Interpolate Over Time | sop solver/attribute fade |
| Lerp Particle Attributes | pop wrangle+lerp |
| Initialize Mesh Reproduction Sprite | pop wrangle+primuv |
| Initial Mesh Orientation | pop lookat |
| Align Sprite to Mesh Orientation | pop lookat |
| Add Rotational Velocity | pop torque |
| Find Kinetic and Potential Energy | custom |
| Calculate Accurate Velocity | pop wrangle+pprevious属性 |
| Initialize Particle | pop source |
| Scale Ribbon Width | pop wrangle+pscale属性 |
| Apply Owner Scale to Attributes | |
| Scale Mesh Size | |
| Scale Mesh Size by Speed | |
| Scale Sprite Size | |
| Scale Sprite Size by Speed | |
| Sample Skeletal Mesh | pop wrangle+primuv |
| Sprite Facing and Alignment | pop sprite |
| Sub UVAnimation | custom |
| Sample Texture | pop wrangle+colormap |
| Sub UV Texture Sample | |
| World Aligned Texture Sample | |
| Sample Pseudo Volume Texture | pop wrangle+environment |
| Do Once | pop wrangle+if |
| Frame Counter | @Frame |
| Increment Over Time | @Time |
| Partition Particles | pop wrangle+setpointgroup |
| Time Based State Machine | custom |
| Waveform | pop wrangle+sin/cos… |
| Sample Vector Field | pop attribfromvolume |
| Apply Vector Field | |
| Add Velocity | pop velocity |
| Scale Velocity | |
| Vortex Velocity | |
| Inherit Velocity | pop source/Inherit Velocity |
| Static Mesh Velocity | pop source/Inherit Velocity |
| 属性:Engine、User、System、Emitter、 Particle、Module、Stack、Stage | 普通属性 |
| DATA Interface | VEX |
| Texture Sample | colormap() |
| 2D Array Texture Sample | for+colormap() |
| Camera Query | optransform()、ch() |
| Chaos Destruction Data、Collision Query | expression:dopfield() |
| Audio* | chop:Audio* |
| Cube Texture Sample | environment() |
| Curl Noise | curlnoise() |
| Curve for * | chramp() |
| GBuffer | labs maps baker+colormap() |
| Grid2D* | volume*() |
| Grid3D* | |
| Vector Field | |
| Neighbor Grid3D | pc*() |
| Spline | point()、vertex()、prim()、xyzdist()、primuv()… |
| Skeletal Mesh | |
| Static Mesh | |
| Volume Texture Sample | position为输入端口的3D纹理 |
| * Array | array() |
| Particle Attribute Reader | point()、npoints()… |
| 粒子属性 | 粒子属性 |
| Particles.Position | P |
| Particles.Velocity | v |
| Particles.PhysicsForce | force |
| Particles.RotationalVelocity | w |
| Particles.PreviousPosition | pprevious |
| Particles.PreviousVelocity | (P-pprevious)*FPS |
| DataInstance.Alive | dead |
| Particles.Age | age |
| Particles.CameraOffset | 转到相机空间沿z轴移动 |
| Particles.Color | Cd |
| Particles.DynamicMaterialParameter1-4 | Mat/bind |
| Particles.ID | id |
| Particles.Initial.Color | 初始Cd |
| Particles.Lifetime | lifetime |
| Particles.Mass | mass |
| Particles.MaterialRandom | rand(id) |
| Particles.MeshOrientation | orient |
| Particles.NormalizedAge | nage |
| Particles.Scale | scale |
| Particles.SpriteFacing | 不能改变 |
| Particles.SpriteRotation | spriterot |
| Particles.SpriteSize | spritescale |
| Particles.UVScale | spriteuv |
| Particles.HasCollided | hitnum>0 |
| Particles.NumberOfCollisions | hittotal |
| Particles.MeshIndex | instance |
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