GeoPointInstancer
The GeoPointInstancer node allows you to instance prims in a way which creates a single Scene Graph location containing all instances. This is computationally cheaper than referencing each point separately, but the instances cannot be modified individually by downstream nodes. This mode is mostly useful for particles, fields, or other geometry with thousands of parts as you can only modify the whole instance at once.
Note: This is a LABS node, indicated in Nuke with the tag: 
LABS nodes are experimental and not intended to be used for production.
Inputs and Controls
|
Connection Type |
Connection Name |
Function |
|
Input |
look |
An input for connecting a prim that you want all instances to look at. |
| proto | An input for connecting prototype prims. | |
| points | An input for connecting the prim from which to take points. | |
| unnamed | The previous stage in the scene you want to affect. |
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
GeoPointInstancer Tab |
|||
|
Path |
prim_path |
{nodename} |
The root path of the new instance prim. Path defaults a prim path variable {nodename} which is equal to the node name, such as GeoPointInstancer1 or GeoPointInstancer5. |
| Create Missing Parents | create_missing_parents | on | When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims. |
| Create Missing Parents (Type) |
parent_prim_type |
Xform |
Sets the type of prim to create if there are missing ancestors in the path. |
|
Points |
points_mask |
Last modified |
The mask for the prim from which to take points. You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. For example, /GeoCube1 /GeoCard3 applies the effect to only those prims. Default - Injected/All Roots - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. Tip: You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks. |
| Prototypes | prototypes_mask | Custom |
The mask for adding prototype prims. You can add a list of multiple prims to use here, such as "/Sphere1 /Cube3". You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. For example, /GeoCube1 /GeoCard3 applies the effect to only those prims. Default - Injected/All Roots - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. |
| Look At | look_at | Custom |
If set, this is a mask for setting all instances to look at the object chosen in this path. You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. For example, /GeoCube1 /GeoCard3 applies the effect to only those prims. Default - Injected/All Roots - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. |
| Look Axis | look_axis | +Z | Sets the axes on which to use the look at if this is set. |
| Ordering | ordering | In Order Up | Sets the ordering of the points. |
|
Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
|
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
|
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
|
Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
|
Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
|
Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
|
Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
|
Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
|
Pivot Rotate |
pivot_rotate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
| Local Matrix | |||
|
Specify Matrix |
useMatrix |
off |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
|
Matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |