The VertexSOP allows you to edit/create attributes on a per-vertex (rather than per-point) basis. It is similar to the Point SOP in this respect. It supports two inputs, and will inherit the first input source by default. If the second input have less primitives than the first input, it will cycle through the primitives and match the vertices. If the primitive in the first input has more vertices than the matching primitive in the second input, the extra vertices are ignored.
There are currently three vertex attributes supported:
When the attribute is defined, it can only occur on either points or vertices, but not both. Thus, if the input geometry has a point attribute for diffuse color, the attribute will automatically be "elevated" to be a vertex attribute (if diffuse colors are added in the VertexSOP).
The SOP processes every vertex of every primitive. For each vertex processed, there are variables which allow you to know the:
Vertex number of the primitive being processed
The number of vertices in the primitive being processed
The point which is referenced by the vertex
The primitive which contains the vertex
The total number of points
The total number of primitives
There are also local variables to find out the values of some point attributes (i.e. position, normal - if they exist), in addition to vertex attributes. To access the attributes of the second input source, append a 2 to the variable.
Groupgroup - If there are input groups, specifying a group name in this field will cause this SOP to act only upon the group specified. Accepts patterns, as described in Pattern Matching.
Colordoclr - ⊞ - Select between keeping the color, adding new color, or using no color for vertex color attributes from incoming geometry.
Keep Coloroff -
Add Coloron -
No Colorremove -
Colordiff - ⊞ - If you select 'Add Color' from the menu above, Cd color vertex attributes will be added/modified in the SOP. Enter expressions below to control the values of the point colors. The attributes to modify are: me.inputColor for red, me.inputColor for green, me.inputColor for blue, and me.inputColor for alpha. If you select 'No Color' from the menu above, the Cd color vertex attribute will be removed from the SOP.
Alphaalpha - Control the alpha attribute in the same manner as the rgb colors above. Alpha is Cd and comes from input via me.inputColor
Texturedouvw - ⊞ - Select between keeping the texture coordinates, adding new texture coordinates, or using no texture coordinates for the vertex texture attributes from incoming geometry.
Keep Textureoff -
Add Textureon -
No Textureremove -
Texturemap - ⊞ - If you select 'Add Texture' from the menu above, uv texture coordinate vertex attributes will be added/modified in the SOP. Enter expressions here to control the values of the vertex texture coordinates here. The attributes to modify are: me.inputTexture, me.inputTexture and me.inputTexture. If you select 'No Texture' from the menu above, the uv texture coordinates vertex attribute will be removed from the SOP.
Creasedocrease - ⊞ - Select between keeping the crease, adding new crease, or using no crease for creaseweight attribute from incoming geometry.
The Crease Weight attribute can be used to set individual edge crease weights for sub-division surfaces (see Subdivide SOP ). This vertex attribute defines the weight for the edge which goes from that vertex to the next vertex in the polygon. For example, with a triangle (which has vertices 0, 1, 2), the attribute for vertex 1 defines the crease weight for the edge (1, 2). The attribute for vertex 2 defines the crease weight for edge (2, 0). The crease weight should be greater than 0. The larger the value for crease weights, the sharper the edge will be when sub-divided.
Crease attributes can be visualized by passing them into a Subdivide SOP.
Keep Creaseoff -
Add Creaseon -
No Creaseremove -
Creasecrease - If you select 'Add Crease' from the menu above, enter expressions here to control the values of the creaseweights here. The attribute to modify is: me.inputVertex.creaseWeight. Values for the weight of the vertex can range from 0.0001 to infinity.
Parameters - Attributes Page
Custom Attrib 1custom1 - Creates a custom attribute with this name.
Typecustom1type - ⊞ - The type of attribute created can be selected from this menu.
Valuecustom1val - ⊞ - Set the values of the Custom Attrib using these parameters.
You can have set of images in a TOP, and apply all of them in one material to different parts of an object. This allows you to have a pre-rendered animation clip with the clip playing at different speeds and time offsets on different surfaces.
You can adjust the material frame time by the first vertex/point texture W component (texture coordinated are U (horizontal), V (vertical) and W (one of a set of texture images). A texture (W) value of -1 moves back in time 1 frame. This lets you apply different frames to many polygons simultaneously using the VertexSOP, or Point SOP.
A sequence of vertices form a Polygon in a SOP. Each vertex is an integer index into the Point List, and each Point holds an XYZ position and attributes like Normals and Texture Coordinates.
An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.
Information associated with SOP geometry. Points and primitives (polygons, NURBS, etc.) can have any number of attributes - position (P) is standard, and built-in optional attributes are normals (N), texture coordinates (uv), color (Cd), etc.
An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.