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[UPDATE] Gamedev Group SOP Documentation
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Help/icons/group_corners.svg

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Help/icons/group_uv_border.svg

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= GameDev Group Attribute Borders =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_attribute_borders
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#icon: SOP/groupcreate
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#tags: tech, model, gamedev
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""" Creates an Edge Group at the boundaries of an attribute """
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Creates an Edge Group at the boundaries of an attribute.
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NOTE:
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This node will likely be deprecated in Houdini 18.0 due to built in functionality.
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@parameters
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Attribute:
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Attribute whose boundaries we want to detect
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Attribute Type:
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What type of geometry component does this attribute reside in
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Group Name:
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Output name for the new group
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= GameDev Group by Attribute =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_by_attribute
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#icon: SOP/groupcreate
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#tags: tech, model, gamedev
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""" Converts Attributes to Groups """
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Generated Groups based on Attribute Values.
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Handy for grouping things based on materials, or other attributes.
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NOTE:
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The generated Group Name is actually the value of the attribute, not the attribute name.
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NOTE:
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This has similar functionality to the [Partition SOP|Node:SOP/partition] but without having to deal with expressions.
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@parameters
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Attribute Type:
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Component Type for this attribute
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Attribute Name:
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Name of the Attribute that we would like to use to generate groups from
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Group Prefix:
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Prefix to cluster the group names together. Like mat_ or col_
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= GameDev Group By Color =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_by_color
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#icon: VIEW/show_group_colors
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#tags: tech, model, gamedev
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""" Creates a group based on Point Colors """
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This node groups points based on Point Colors, with an interface similar to a colorkey, where you select your main color and a fuzzyness threshold.
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@parameters
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Group Type:
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Where is the Cd Attribute?
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Group Name:
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What the output group should be called
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Color:
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Key Color to select
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Threshold:
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Fuzzyness factor around the color
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= GameDev Group Curve Corners =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_curve_corners
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#icon: group_corners
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#tags: tech, model, gamedev
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""" Creates Groups for Inside and Outside corner points """
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Utility node to detect the angles on curves and isolate corners on a polyCurve.
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Handy in worldbuilding use cases, where you might want to drop a different model for an inside angle vs an outside angle.
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@parameters
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Inside Group Name:
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Generate a group for inside corners
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Outside Group Name:
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Generate a group from outside corners
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Add Direction Normal:
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exports a Normal attribute which is the direction between 2 points.
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= GameDev Group Edge Loop =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_edge_loop
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#icon: SHELF/edgeloop
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#tags: tech, model
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""" Converts an Edge Group to the respective loops """
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This node takes in a mesh with an Edge group as an input, and expands the edge group into the respective edge loops.
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The Edge Group should have at least *two edges*, to determine the direction of the loop.
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TIP:
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If *two parallel edges* are provided the SOP will return an edge ring instead.
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@parameters
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Group:
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Edge Group to be modified
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Override Name:
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Toggle if a new group should be created instead of modifying the input group
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New Name:
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If Override Name is toggled, this describes the name of the new group
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Step:
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This generates a pattern on the Loop. Number of edges to skip in between each selected edge.
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= GameDev Group Expand =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_expand
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#icon: CHOP/joystick
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#tags: tech, model, gamedev
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""" Grows or Shrinks a Group Selection """
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This node will modify an input group by expanding or contracting it's size.
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This is usually accomplished by converting the group to primitives and back to points, but the setup to do this on a loop is not trivial.
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NOTE:
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This node will likely be deprecated in Houdini 18.0 due to built in functionality.
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@parameters
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Group:
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Group to modify
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Iterations:
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How many times to grow or shrink. Positive values expand, negative values contract.
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= GameDev Group UV Borders =
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#type: node
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#context: sop
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#internal: gamedev::sop_group_uv_borders
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#icon: group_uv_borders
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#tags: tech, model, gamedev
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""" Creates an Edge Group at the boundaries of the UV attribute """
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Creates an Edge Group based on the UV Seams.
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NOTE:
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This node will likely be deprecated in Houdini 18.0 due to built in functionality.
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@parameters
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UV Attribute:
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UV Attribute name
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Group Name:
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Generated group name
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Fast Mode:
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Fast Mode ignores boundaries caused by folded UVs and only looks for disconnected UVs
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otls/gamedev_sop_group_by_color.hda/INDEX__SECTION

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Subnet: true
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Python: false
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Empty: false
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Modified: Thu Sep 20 14:46:19 2018
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Modified: Tue Oct 22 11:06:26 2019
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