Houdini - TOPS intro

TOP nodes define a workflow where data is fed into the network, turned into “work items” and manipulated by different nodes. Many nodes represent external processes that can be run on the local machine or a server farm.

Wedging in TOPS

Lets have a quick look att how to set up a basic wedge setup in TOPS.

Create the source geo

  • In the obj context create a Geometry node and step in
  • Create a Box node
  • Append a Polybevel to it
    • distance : 0.1
    • Divisions : 3
  • Append a Null node and give it the name “OUT”

Set up the wedge

  • Go to the tasks context and jump in the top network. (or create a new either in the geo context or the tasks)
  • Create a wedge node
    • Set the Wedge Count to 5
    • Add one wedge attribute and give it the name “distance”
      • start : .05
      • end : .2
      • Enable Target Parameter and set the sop path to the node we wish to wedge, in this case the distance of the polybevel node.
      • Enable Overwrite Target Parameter on Work Item Selection Note that this will push the attribute to the selected parameter. You can still change the parameter on the node in the obj context as before. You could also use pull the attr from the wedge by using @distance in the attr on the polybevel node.
  • To create the work items select the wedge node and choose Dirty nad Cook This Node from the RMB menu. Or press Shift V
  • If you click the work items on the wedge node you will se the model update in the viewport. Note that you can press Capture All to store the current value of the parms being wedged and press Restore All to get those value back.

Write the wedges to disc

  • Append a ROP Geometry Output node to the wedge.
    • set the SOP Path to point to the OUT null in the geo context.
    • Set the Output File path to where we want to write the geo. Lets use: $HIP/geo/box_bevel.`@wedgeindex`.bgeo.sc
    • Dirty and cook the node (Shift V)