Here are a couple of handy Houdini viewport attributes you can use for when scenes start to get a little complex or when you want to isolate certain geometry objects. It can also work as a debugging aid of sorts.
In order to set up these attributes you need to place down an
Attribute Wrangle. Simple enough. However, the key is making sure you set the class or the
Run Over parameter to Detail. Remember Detail attributes run over your whole geometry as opposed to Points which runs over… POINTS! 🙂
gl_wireframe attribute sets your geometry to always appear as wireframe in the viewport regardless of your viewport settings. In a Wrangle node, all you have to do is set
gl_wireframe to either
false. The default is
false. The documentation says the value the attribute expects is a float but I believe it’s just an error. You can optionally enter
0 which is faster.
// set true for ON and false for OFF @gl_wireframe = true;
gl_lit detail attribute works the same way as
gl_wireframe. You set it to
false for ON or OFF. This attribute sets the geometry object to always appear without lighting in your scene. The default for this attribute is OFF or
true. The only thing you need to be aware of is this seems to only work if you have the Normal Lighting setting selected in the viewport. It does not respect the setting if you have High Quality Lighting on.
// set true for ON and false for OFF @gl_lit = true;