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1、Standard variablesTX, TY, TZPoint position. 點(diǎn)的位置TWSee WEIGHT. 權(quán)重CEX, CEY, CEZThe centroid of the geometry. 幾何體的形心XMIN, XMAXThe X extents of the bounding box of the geometry. 對幾何邊界框的x范圍YMIN, YMAXThe Y extents of the bounding box of the geometry. 對幾何邊界框的y范圍ZMIN, ZMAXThe Z extents of the bounding box o
2、f the geometry對幾何邊界框的z范圍SIZEX, SIZEY, SIZEZThe size of the bounding box. 邊界框的大小BBX, BBY, BBZThe points relative position in the bounding box. 點(diǎn)在邊界框內(nèi)的相對位置WEIGHTPoint spline weight. 點(diǎn)樣條線權(quán)重PTThe point number of the currently processed point. 當(dāng)前處理點(diǎn)的點(diǎn)編號PR, NPRPrimitive number & total number of primit
3、ives.VTX, NVTXVertex number & total number of vertices.NPTThe total number of points in the template geometry. 在模板幾何體上點(diǎn)的總數(shù)量LIFEPercent of total life used (from 0 to 1). 全生命值使用的百分比(from 0 to 1)NX, NY, NZNormal vector. 法向量MAPU, MAPV, MAPWPoint or vertex texture coordinates. 點(diǎn)或頂點(diǎn)的紋理坐標(biāo)VX, VY, VZVelo
4、city direction. 速度方向MATMaterial name specification. 材質(zhì)名稱規(guī)格CR, CG, CBDiffuse point or vertex color. 點(diǎn)或頂點(diǎn)顏色CAPoint or vertex alpha value. 點(diǎn)或頂點(diǎn)的alpha值COMX, COMY, COMZCenter of mass. 質(zhì)心LODLevel of detail. 細(xì)節(jié)的級別RESTX, RESTY, RESTZThe rest position.DISTDistance from particle to last collision.MASSPoint ma
5、ss. 質(zhì)點(diǎn)DRAGPoint drag. Spring tension of an edge. 點(diǎn)阻力,邊的彈簧張力SPRINGKElasticity of a point. 點(diǎn)的彈性PSCALEParticle Scale. 粒子尺度AGEThe seconds a particle in the template has been alive. 以秒為計(jì)當(dāng)前模板中一個(gè)粒子已被激活CREASEPoint or vertex crease weight value. 點(diǎn)或頂點(diǎn)折皺的權(quán)重值A(chǔ)REAThe surface area of the primitive (created by the
6、 Measure SOP). Primitive的表面面積(由測量sop創(chuàng)建)PERIMETERThe perimeter of the primitive (created by the Measure SOP). Primitive的周長(由測量sop創(chuàng)建)IDThe ID of the particle in the input. 輸入粒子的id號UPX, UPY, UPZThe vector pointed in the up direction.WIDTHThe width of the curve. Used by mantra for rendering curves &
7、 polywire for generating trees. 曲線的寬度, 只用mantra渲染 curves & polywire生成的樹木SEGSNumber of segments to divide a curve up into in Polywire (created by L-systems). 用polywire細(xì)分曲線的段數(shù)(created by L-systems)DIVNumber of divisions to build the circle swept with Polywire (created by L-systems).LAGEThe age of
8、the point in the L-system computation. 在L-system計(jì)算點(diǎn)的年紀(jì)ARCArc length distance from root in the L-systems. 弧長距根部的距離in the L-systemsGENGeneration in the L-systems.CURLAYERStores the currently processed layer for texture/materials (set by the Layer SOP). 存儲(chǔ)當(dāng)前處理的紋理層|材質(zhì) (set by the Layer SOP)MAXLAYERThe n
9、umber of layers that are considered active for display顯示層數(shù)Playbar variables$FPSPlayback speed in frames per second (as set with the Playbar controls). 播放速度每秒的幀速率(as set with the Playbar controls)$FSTARTFrame number of the first frame of animation (as set with the Playbar controls). $NFRAMES (the num
10、ber of frames in the animation) = $FEND - $FSTART + 1. See also $RFSTART below. 幀數(shù)目的動(dòng)畫第一幀, $NFRAMES(動(dòng)畫幀的數(shù)量)=$FEND - $FSTART + 1$FENDFrame number of the last frame of animation (as set with the Playbar controls). See also $RFEND below. 幀數(shù)目的最后一幀(as set with the Playbar controls)$FThe current frame, (a
11、s set with the Playbar controls). This is a very useful variable, especially for rendered picture filename numbering. 當(dāng)前幀(as set with the Playbar controls), 這是一個(gè)非常有用的變量,特別是對渲染圖片文件名的編號$FFFloating point frame number. 浮點(diǎn)幀號$NFRAMESNumber of frames in the animation. $NFRAMES = $FEND (the last frame of an
12、imation) - $FSTART (the first frame of animation) + 1. 動(dòng)畫總幀數(shù)=$FEND - $FSTART + 1$RFSTARTFrame 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. $RFSTART and $RFEND control th
13、e subset of frames shown in the playbar. 在playbar中顯示的第一幀幀號, 該playbar可以顯示幀總數(shù)的子集,讓你專注于一個(gè)特定的一段長動(dòng)畫, $RFSTART and $RFEND控制playbar中顯示框架的子集$RFENDFrame number of the last frame shown in the playbar. 在playbar中顯示的最后一幀幀號$TCurrent time in seconds. Equals ($F-1)/$FPS,當(dāng)前時(shí)間秒, 相等于$T=($F-1)/$FPS$TLENGTHTotal length
14、of animation in seconds. 動(dòng)畫的總秒數(shù)$TSTARTStart time of animation in seconds. 動(dòng)畫開始的時(shí)間秒數(shù)$TENDEnd time of animation in seconds. 動(dòng)畫最后的時(shí)間秒數(shù)Global Variables$ACTIVETAKEContains the name of the current take. 包含目前接受的名稱$EThe mathematical constant e (2.71828). 數(shù)學(xué)常數(shù)e(2.71828)$HFSThe directory where Houdini is inst
15、alled. Houdini的安裝目錄$HH$HFS/houdini.$HIPJob directory. This defaults to the directory where you started Houdini. You can set it through the Textport. 工作目錄, Houdini的開始默認(rèn)目錄, 你可以通過textport設(shè)置$HIPNAMEThe name of the current .hip file. 它當(dāng)前.hip文檔的名字$HOMEYour home directory. Home 目錄$JOBA custom variable that
16、 determines where your jobs are located. 自定義變量確定工作目錄$PIThe mathematical constant pi (3.1415926). You can use it to calculate the lengths of arcs. 2*$PI*r (radius of circle) equals the circumference. Also, pi = 180 expressed in radians. 數(shù)學(xué)常數(shù)圓周率, 你可以用它來計(jì)算弧長2*$PI*r等于圓周長, Also, pi = 180? 弧度表示$WEDGEConta
17、ins the wedge name when using the Wedge ROP. 嵌入rop時(shí)使用的楔入名稱Channel Variables$OSOperator String. Contains the current OPs name. 操作字符串, 包含當(dāng)前ops名字$CHCurrent channel name. 當(dāng)前通道名字$IVIn value (value at start of segment).(段的開始值)$OVOut value.$IMIn slope(slope解釋為斜坡)$OMOut slope$IAIn acceleration(acceleration解
18、釋為加速)$OAOut acceleration$LTLocal time - not including stretch or offset不包含延伸或偏移$ITStart time of segment開始時(shí)間段$OTEnd time of segment結(jié)束時(shí)間段$LITLocal start time of segment$LOTLocal end time of segment$PREV_ITPrevious segment start time$NEXT_OTNext segment end timeCOP-specific variables$CSTARTStart frame of the current COP. 當(dāng)前cop的開始幀$CENDEnd frame of the current COP. 當(dāng)前cop的結(jié)束幀$CFRAMESNumber of frames for the current COP. 當(dāng)前cop的總幀數(shù)$CFRAMES_INNumbe
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