Houdini 17.0 Nodes Shader nodes

VOP CVEX shader node

Container for a CVEX shader implementation.

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This SHOP provides an container for a VOP implementation of a CVEX shader.



Specifies the command line used to compile the VEX code.

Force Compile

Compiles the VEX code.


The following examples include this node.

CrowdHeightField Example for Crowd Solver dynamics node

This example demonstrates using heightfields for terrain adaptation in the crowd solver, and for collisions against ragdolls in the Bullet solver.

Stadium Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a stadium setup

The setup creates a stadium crowd. The rotating cheer_bbox object is used as a bounding box for the agents. When they are inside it it will trigger a transition from a sitting to a cheering state. After a few seconds the cheering crowd sits back down by transitioning into a sitting state.


The animation clips need to be baked out before playing the scene. This should happen automatically if example is created from Crowds shelf. Otherwise save scene file to a location of your choice and click Render on '/obj/bake_cycles' ropnet to write out the files. The default path for the files is ${HIP}/agents.


To only see a section of the crowd for quicker preview there’s a switch node in /obj/crowdsource/switch_all_subsection. When 0 it will show all agents, when set to 1 will only show a small section.


This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.

VolumeNoiseIso Example for Mantra: VEX Volume Procedural shader node

This example shows how to render an isosurface defined by a cvex shader using mantra’s volume rendering capabilities. A noise field is generated by a cvex shader, which is attached to the VEX Volume Procedural. The volume is shaded by finding the surface where the density crosses 0, and then shading using a simple surface shader that shows the normals.

Clumping Example for Fur geometry node

The Fur SOP is used to instance hair-like curves.

In this case, the Fur SOP is used to create curves that can be used for clumping. A second Fur SOP is used to illustrate how to create hairs that use the clumping geometry.

FurBall Example for Fur geometry node

This example demonstrates how the Fur SOP builds hair-like curves based on guide curves and skin geometry.

FurBallWorkflow Example for Fur geometry node

This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.

FurPipelineExample Example for Fur geometry node

This example illustrates how custom shaders can be used to define the appearance of fur generated by the Fur SOP.

Shaved Example for Fur geometry node

This example demonstrates how to use a texture to control hair density.

Shader nodes