This node contains a VOP network (double-click the node in the network editor to go inside it) which can use POP context VOPs to to manipulate attributes on particles. (To define a SOP using a (textual) VEX program instead of a VOP network, use the VEX POP instead.)
If there are no particles, the network will not run.
This node is useful for creating "one-off" programs to manipulate particles in a single particle network. To use a VOP network to define a reusable particle node type, see creating a VEX particle node type.
When this parameter is non-zero, the VOP network inside is run on the incoming particles. This parameter allows you to keyframe application of the contained VOP network on and off.
Cache incoming geometry
Makes a copy of the incoming particle geometry before running the contained VOP network on it so VOPs that query attributes on the input geometry are guaranteed to get the original incoming values.
When this option is off, the node runs faster, but since the contained VOP network modifies the input geometry as it goes, it’s possible that some VOPs will get the modified value (if the particle has already been affected) rather than the original incoming values.
If you enter the name of a point group in the first input geometry in this parameter, only the points in that group will be affected by the VOP network.
Number of threads
The number of separate threads to use to evaluate the points. The default is no threading.
Since Houdini evaluates the VOP network for each particle in the input geometry, it can benefit greatly from threading on a multi-processor or multi-core machine.