Houdini 17.0 Nodes Geometry nodes

Add geometry node

Creates Points or Polygons, or adds points/polys to an input.

On this page

If an input is specified, this OP adds points and polygons to it as specified below. If no input is specified, then it generates the points and polygons below as a new entity.

Extract points

Used in conjunction with a point expression, the Add op can be useful for extracting a specific point from another op. For example, to extract the X, Y and Z value of the fifth point, from a Grid SOP in geo1:

point("geo1/grid1",5,"P",0),point("geo2/grid1",5,"P",1), point("geo3/grid1",5,"P",2)

Points added in this way are appended to the end of the point list if a Source is specified. Click the Information Pop-up on the op Tile to find out how many points there are. For example, if you have added two points and there are 347 points (from 0 to 346), you have added the last two point numbers: 345 and 346.

Create a specific number of points

Create an Add SOP and set it to create a single point, then append a Copy SOP and set its number of copies to the (possibly animated) number of points you want.

This works correctly even when number of points is 0, unlike some other approaches.

Parameters

Points

Overview

The three leftmost input fields represent the X,Y and Z coordinates of the point. The last input field represents the spline weight of the point. If the point is later used to create a spline (NURBS or Bezier) primitive, the weight will influence the shape of the primitive and may cause that primitive to become rational. Polygons and metaballs are not affected by this weight.

X, Y, Z, and W can be constants (numbers) or variables.

Delete Geometry But Keep the Points

This will destroy all the polygons, NURBs, and other primitives, leaving only the points intact.

Polygons: By Pattern

Overview

Create a fixed number of polygons by specifying a point pattern for each polygon Enter connection lists here to create polygons.

{from}-{to}[:{every}][,{of}]
eg1: 1 2 3 4
eg2: 1 3-15 16 8
eg3: 1-234 820-410 235-409
eg4: 0-15:2
eg5: 0-15:2,3

Polygons: By Group

Overview

Create as many polygons as determined by the group field and by the grouping/skipping rules.

Group

Subset of points to be connected.

Add

Optionally join subgroups of points.

N

Increment to use for subgroup joining.

Attribute

If group by attribute is specified, this attribute will be used to determine how to connect the polygons within the group. Points with the same attribute value will be connected together. The connection order will respect the point order of the group.

Remove Unused Points

Keep only the connected points.

Particles

Overview

Allows you to create a particle system out of a collection of points. Note that this will not create all the attributes you may want on a particle system. It is useful when you have a collection of points you wish to flag as a particle system for other operations, such as the Initial State, or as a source in DOPs.

To convert all your geometry into particles, turn on the Keep Points but Delete Primitives checkbox on the Points tab and then enable this with a blank group field.

Add Particle System

Controls whether a particle system primitive is created.

Particle Group

The points to add to the particle system. These are added in the order specified. If this field is left blank, all points will be added to the particle system.

Add Unused Points to Particle System

If no particle primitives exist, one will be created.

All points that are not part of any primitive will be appended to the first particle primitive.

Locals

N

Index of the last point in the geometry.

CEX, CEY, CEZ

The centroid of the input.

XMIN, XMAX

The X extents of the bounding box of the input.

YMIN, YMAX

The Y extents of the bounding box of the input.

ZMIN, ZMAX

The Z extents of the bounding box of the input.

SIZEX, SIZEY, SIZEZ

The size of the bounding box of the input.

Examples

AddItUp Example for Add geometry node

This network demonstrates the many uses of the Add SOP to build and manipulate geometry:

  • It is used to create points in space which can then be used to create polygons using designated patterns. These polygons can be open or closed. Futhermore, each point can be animated through expressions or keyframes.

  • It is used to both create points and grab points from other primitives. These points may be used in polygon creation.

  • The Add SOP may be utilized to create a polygon using points extracted from another polygonal object. A Group SOP allows for the creation of the point group that will be referenced by the Add SOP.

  • The Add SOP is used to create a polygon from a group of animated Null objects. An Object Merge SOP references the null points in SOPs which are then fed into an Add SOP for polygon generation. A Fit SOP, in turn, is used to create an interpolated spline from the referenced null points. The result is an animted spline.

  • The Add SOP is used to generate points without creating any primitives. Also, points from other objects can be extracted through the Add SOP.

  • Finally the Add SOP can additionally be used to procedurally create rows and columns.

The following examples include this node.

LookAtTargetAndOffset Example for Constraint Lookat channel node

The first example shows a LookAt constraint with a global Y axis up vector. The second example shows a LookAt constraint with its up vector driven by an object. The third example shows a LookAt constraint applied with Keep Position turned on. The CHOP Offset node, after the constraint, makes the object keep its orientation when the constraint is applied. You can use the LookAt Shelf Tool to recreate the examples.

CopyAnimation Example for Copy channel node

This file demonstrates how the Copy CHOP can be used to copy channels and apply them to geometry.

CountImpacts Example for Count channel node

This example demonstrates how to count impacts from a DOPs simulation using the Count CHOP. Then, using the values from the Count CHOP, we generate copies of a teapot.

DynamicLights Example for Dynamics channel node

This example demonstrates how to use the Dynamics CHOP to extract impact data from a DOPs simulation, and then modify the data to control lights in the scene.

Fetch Example for Fetch Parameters channel node

This is an example of the Fetch CHOP. Here the Fetch CHOP is used to import the tx, ty and tz channels from a null node.

SimpleIKSolver Example for IKSolver channel node

This example demonstrates how to use the IKSolver CHOP.

SimpleInverseKin Example for InverseKin channel node

This example demonstrates how to manually use the InverseKin CHOP. To create bone chains with inverse kinematics, it is easiest to use the Character > Bones shelf tool.

Lookup Example for Lookup channel node

This example demonstrates how to use the Lookup CHOP to play animation based on an event, or trigger.

NoiseTransform Example for Noise channel node

This example demonstrates using the Noise CHOP to generate animation and apply it to geometry.

AnimationSequence Example for Sequence channel node

This example demonstrates how to take the animation from three separate objects, and sequence their animation into one animation on a fourth object.

SimpleTransformChain Example for TransformChain channel node

This example demonstrates an example usage of the TransformChain CHOP.

AutoFreezeRBD Example for Active Value dynamics node

This example shows a system for automatically detecting when RBD objects achieve a rest state and then turning off their active status. This will freeze them in place reducing computation time and jitter.

ClipLayerTrigger Example for Agent Clip Layer dynamics node

This example demonstrates how to use the Agent Clip Layer DOP to apply a clip to the upper body of an agent. The clip is activated when the agent is inside a bounding box.

BridgeCollapse Example for Apply Relationship dynamics node

This example shows how to use the Apply Relationship DOP to propagate constraints automatically and create an RBD simulation of a collapsing bridge.

SimpleBlend Example for Blend Solver dynamics node

This example demonstrates how to use the Blend Solver. In this case the Blend Solver is used to blend between an RBD solution and a keyframed solution.

MultipleSphereClothCollisions Example for Cloth Object dynamics node

This example shows a pieces of cloth with different properties colliding with spheres. By adjusting the stiffness, bend, and surfacemassdensity values, we can give the cloth a variety of different behaviours.

AngularMotorDenting Example for Constraint Network dynamics node

This example demonstrates how angular motors can be used with pin constraints to create a denting effect.

Chains Example for Constraint Network dynamics node

This example shows how to create a chain of objects that are connected together by pin constraints.

Hinges Example for Constraint Network dynamics node

This example demonstrates how to use pin constraints to create hinges between objects.

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.

FootLocking Example for Crowd Solver dynamics node

This example demonstrates how to set up foot locking for an agent.

PartialRagdolls Example for Crowd Solver dynamics node

This example demonstrates how to set up a partial ragdoll, where a subset of the agent’s joints are simulated as active objects by the Bullet solver and the remaining joints are animated.

PinnedRagdolls Example for Crowd Solver dynamics node

This example demonstrates how to set up constraints to attach a ragdoll to an external object, and how to use motors to drive an active ragdoll with an animation clip.

Formation Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a changing formation setup

The setup creates an army of agents. There are two paths created. Middle part of the army starts moving and then splits into two formations. One goes to the left, the other groups keeps marching forward and slowly changes formation to a wedge shape.

To keep the agents in formation a custom geo shape is used. It’s points are used as goals for indiviudal agents. Using blendshapes the shape can change allowing for different formation changes. Dive inside the crowdsource object to see the construction.

Note

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.

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.

Note

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.

Tip

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.

Street Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a street setup with two agent groups

The setup creates two groups of agents. The yellow agents are zombies which follow a path of the street. The blue agents are living pedestrians that wander around until they come into proximity of the zombies and then they swtich into a running state.

Triggers to change agent states are setup in the crowd_sim dopnet. The zombies group uses proximity to the stoplights and the color of the light to transition into a standing state when lights are red. The living group transition into a running state when they get close to the zombie agents.

Note

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.

DensityViscosity Example for FLIP Solver dynamics node

This example demonstrates two fluids with different densities and viscosities interacting with a solid object.

FlipColorMix Example for FLIP Solver dynamics node

This example demonstrates the use of the Flip Solver to mix the colors of a red fluid with a blue fluid to form a purple fluid.

FlipFluidWire Example for FLIP Solver dynamics node

This example demonstrates the use of the Flip Solver and the Fluid Force DOP. The Fluid Force DOP is used to apply a drag force on a wire object according to the motions of a flip fluid. The drag force is only applied at locations where fluid exists in the fluid object.

CombinedSmoke Example for Gas Embed Fluid dynamics node

In this example, two smoke volumes are merged together using a Gas Embed Fluid DOP and some feathering to help provide a smoother transition between the volumes.

EqualizeFlip Example for Gas Equalize Volume dynamics node

This example demonstrates how the Gas Equalize Volume dop can be used to preserve the volume in a fluid simulation.

EqualizeLiquid Example for Gas Equalize Volume dynamics node

This example demonstrates how the Gas Equalize Volume dop can be used to preserve the volume in a fluid simulation.

TeapotUnderTension Example for Gas Surface Tension dynamics node

This example creates a teapot shaped blob of liquid. It then uses surface tension forces to smooth the blob into a sphere.

WorkflowExample Example for Particle Fluid Solver dynamics node

This somewhat complicated example is meant to demonstrate a simple workflow for simulating, storing, surfacing and rendering a particle fluid simulation. Three geometry nodes in the example are named Step 1, Step 2 and Step 3 according to the order in which they are to be used. They write out particle geometry to disk, read the geometry in and surface it, and read the surfaced geometry from disk, respectively. The example also has shaders and a camera built in so that it can be easily rendered.

The fluid animated in this scene models a highly-elastic gelatin-like blob of fluid.

ParticleCollisions Example for POP Collision Detect dynamics node

This example demonstrates the use of the POP Collision Detect node to simulate particles colliding with a rotating torus with animated deformations.

ColorVex Example for POP Color dynamics node

This example shows three different ways to use VEXpressions in your POP Color node to color your particles.

CurveForce Example for POP Curve Force dynamics node

This example demonstrates the use of the POP Curve Force node to control the flow of a particle sim AND a flip fluid sim.

TargetSand Example for POP Grains dynamics node

This example demonstrates attracting grain simulations to points on the surface of a model.

LookatTarget Example for POP Lookat dynamics node

This interactive example demonstrates the use of the POP Lookat node. Hit play and move the green target handle around in the viewport. The cone particles will orient themselves towards the target as you move it around.

BillowyTurbine Example for Pyro Solver dynamics node

This example uses the Pyro Solver and a Smoke Object which emits billowy smoke up through a turbine (an RBD Object). The blades of the turbine are created procedurally using Copy, Circle, and Align SOPs.

BlendSolverWithRBDGlue

This example shows how to grab animated key frame data from an RBD Glue object and blend it into a simulation of a cube fragmenting into multiple pieces on impact.

ChoreographedBreakup

This example shows how one can control the break up of any glued object through the use of the RBD State node.

A torus, composed of spheres, is glued together. An additional sweep plane is defined. Any sphere which ends up on the wrong side of the sweep plane is broken off the torus and left to bounce on its own. This lets the break up of the torus to be controlled over many frames.

Chainlinks Example for RBD Pin Constraint dynamics node

In this chain simulation, the individual chain links react to one another in an RBD sim.

InheritVelocity Example for RBD State dynamics node

This example demonstrates the use of the RBD State node to inherit velocity from movement and collision with other objects in a glued RBD fracture simulation.

ReferenceFrameForce Example for Reference Frame Force dynamics node

An RBD vase filled with water performs the water simulation in the vase’s reference frame.

SumImpacts Example for Script Solver dynamics node

This example uses the Script Solver and SOP Solver to change the color of RBD objects based on the total impact energy applied to the object at each timestep.

rbdsmokesource Example for Smoke Object dynamics node

A ghostly tetrahedron bounces around a box, its presense shown by its continuous emission of smoke.

VisualizeImpacts Example for SOP Solver dynamics node

An example that shows how you can visualize impact data in an RBD simulation by using a SOP Solver to add custom guide geometry to the RBD Objects.

This example has three toruses falling on a grid with green lines showing the position and magnitude of impacts. The force visualization is added as ancillary geometry data to the actual toruses, so the RBD Solver is entirely unaware of the effect. The SOP Solver could also be used as an independent SOP network to extract impact visualization from an RBD Object.

FractureExamples Example for Voronoi Fracture Solver dynamics node

This example actually includes eight examples of ways that you can use voronoi fracturing in Houdini. In particular, it shows how you can use the Voronoi Fracture Solver and the Voronoi Fracture Configure Object nodes in your fracture simulations. Turn on the display flags for these examples one at a time to play the animation and dive down into each example to examine the setup.

BreakWire Example for Wire Solver dynamics node

This example demonstrates how to break wire constraints on a per point basis. The wire solver is set up to constrain certain points if it finds an attribute named 'pintoanimation'.

CurveAdvection Example for Wire Solver dynamics node

This example demonstrates how to advect curves based on a pyro simulation. An Attribute Wrangle SOP is used to sample the velocity from the volume and apply it to a wire object.

PortalBox Example for Environment Light object node

This example shows how to create a portal light using window geometry. A box is modeled and then split into 2 SOPs - one representing windows and the other walls. The walls are rendered, while the windows are used to specify the portal for an environment light. Toggle on and off the portal to see the render quality difference while rendering in the Render View.

RainbowGeometryLight

This example highlights several features:

  • Geometry area lights

  • Attenuation ramp controls

  • Surface model specular layers

The example consists of a geometry light based on a wireframe of nurbs curves. The attenuation on the light uses colored keys, allowing for different light colors to be produced at different distances from the light. The ground plane shader uses a surface model with two specular components - one wide component and another narrower glossy component to give a multi-layered appearance.

TransparentShadows Example for Light object node

This example shows how to configure transparent shadows with deep shadow maps. The scene includes a transparent grid which casts a shadow on the scene. The renderer used is micropolygon rendering.

IndirectLightBox Example for Indirect Light object node

This example shows how to set up the indirectlight object for indirect diffuse lighting. The scene consists of a box that has been extruded several times, containing a light source and the camera. The light has been placed so that all light reaching the camera must bounce more than once inside the scene before reaching the camera. The indirectlight object is configured to generate 1000000 photons. To visualize the photon map, change the rendering mode on the light to "Direct Global Photon Map". To adjust the sampling quality, modify the pixel samples or ray samples on the mantra ROP. The rendering engine used in this example is PBR.

TubeCaustic Example for Indirect Light object node

This example shows how to set up the indirectlight object for caustic photon map generation and also how light masks and photon targets should be used. The scene consists of a reflective tube and a point and environment light. Each light has a corresponding indirectlight to generate caustics, with the light mask configured to allow the light to generate photons only from the specified light. The photon target is used to ensure that photons are only sent toward the reflective tube. The mantra ROP will produce deep raster planes for the direct_diffuse component on a per-light basis, showing the diffuse illumination from the two lights and the caustics split into separate planes.

HandleMuscle

This example demonstrates how to use the handle shape control mode in the muscle object to control and animate the shape of a muscle.

JiggleMuscle

This example demonstrates how to make a muscle jiggle in object space using a two point muscle.

PathPathcvWorm Example for Path object node

This example shows a use for the Path and Pathcv nodes. These Path CV’s can be rotated greater than 360. They also have an initial twist function under the controls tab. This can be useful for creating a quick spine.

StickyDonut Example for Sticky object node

In this example, a donut is stuck to an animated sticky object on the surface of a grid.

switchcamera Example for Switcher object node

In this example, we demonstrate how a switcher node can be used to switch the view between two cameras and then used by the render node to output the scene.

rop_example_bakeanimation

This example shows how to setup Bake Animation ROP to tranfer animation from a rig onto another while baking object constraints.

FetchROP Example for Fetch render node

This example demonstrates the use of a Fetch ROP to make render dependency connections to ROP nodes that are in a different network. A noise COP is used to generate a texture just-in-time for a surface which is rendered by mantra.

AmbientOcclusion Example for Mantra render node

Ambient occlusion is a fast technique for producing soft, diffuse lighting in open spaces by using ray tracing. It is computed by determining how much of the hemisphere above a point is blocked by other surfaces in the scene, and producing a darker lighting value when the point is heavily occluded. This technique can be useful when you need a GI-like effect without paying the price for full global illumination.

With this particular example, an Ambient Occlusion light and some geometry is provided in the form of a Digital Asset. An Environment Light was used, and it’s parameters were promoted for easy access.

Decreasing the sample count allows you to improve render time at the expense of some additional noise in the render. The following render uses the same shader as the image above but decreases the samples from the default of 256 to 16. This value is set on the Sampling Quality under the Render Options tab of the Light.

Environment Maps

If you have a smooth environment map, it is possible to replace the global background color (white) with the value from an environment map. You can also enable the Sky Environment Map under the Sky Environment Map tab.

MotionVector Example for Mantra render node

The example demonstrates how to generate a motion vector layer for post-velocity compositing. Load the example and render 5 frames. Then in the image viewer, switch from 'C' (colour) to 'motion_vector' to see the results.

Volume Rendering - Metaballs as Volume Example for Mantra render node

Metaball geometry can be natively rendered as a volume in mantra. Metaball rendering can be enabled by checking the Metaballs as Volume parameter on the Geometry tab of a geometry object. Any point attributes on the metaballs will be interpolated to the shading position in the same manner that point attributes are interpolated for metaball surfaces.

Here is an example using randomized point color attributes:

Controlling Shadow Quality/Performance

Shadow map generation uses the Pixel Samples and Shadow Step Size parameters (in the Mantra Render Operator) to control quality and performance in exactly the same way they are used for surfaces. Since volumes often cast soft, diffuse shadows, it is often possible to use low-resolution deep shadow maps when rendering volumes, leading to much faster render times. Shadow map Resolution can be changed on the Shadow tab of a Houdini light.

Volume Rendering - File Referenced Smoke Example for Mantra render node

Volume rendering is a rendering approach that allows high-quality, integrated rendering of volumetric effects like smoke, clouds, spray, and fire.

Volume rendering is suitable for rendering many types of volumetric effects. Scenes that are particularly suited to rendering with mantra volumes include:

  • Detailed "hero" clouds, smoke, or fire

  • Fields of instanced clouds, smoke, or fire

Scenes where volume rendering may not be quite so applicable include:

  • Scenes with a single uniform fog

In this particular example, a bgeo file (1 frame only) was exported from a fluid simulation of smoke and is now referenced using the File SOP. A material using VEX Volume Cloud is assigned to this volumetric data at the top level of the Volume Object. To see this scene in shaded mode, ensure that HOUDINI_OGL_ENABLE_SHADERS is set to 1 in the environment variables.

Controlling Quality/Performance

Volume rendering uses ray marching to step through volumes. Ray marching generates shading points in the volume by uniformly stepping along rays for each pixel in the image. There are two ways to change the quality and speed of the volume ray marching:

  1. The samples parameter on the Sampling tab of the mantra ROP. More pixel samples will produce more ray marches within that pixel leading to higher quality. Using more pixel samples will also improve antialiasing and motion blur quality for the volume.

  2. The volumesteprate parameter on the Sampling tab of the mantra ROP. A larger volume step rate will produce more samples in the volume interior, improving quality and decreasing performance. A separate shadow step rate can be used for shadows.

Which parameter you should change will depend on your quality requirements for pixel antialiasing. In general, it is better to decrease the volume step size rather than increase the pixel samples because a smaller volume step size will lead to more accurate renders.

This render uses 2×2 samples and volume step rate of 1. Notice the detail in the shadows.

This render uses the same scene with 4×4 samples and a volume step rate of 0.25. The fine detail in the shadow has been lost and the volume is somewhat more transparent. The quality level is approximately the same.

Volume Rendering - From Primitives Example for Mantra render node

Volume rendering is a rendering approach that allows high-quality, integrated rendering of volumetric effects like smoke, clouds, spray, and fire.

Volume rendering is suitable for rendering many types of volumetric effects such as:

  • Detailed "hero" clouds, smoke, or fire

  • Fields of instanced clouds, smoke, or fire

It is easy to create volumes from primitives without invoking the fluid solver.

In this particular example, a primitive torus is used to render some smoke volume. Using an IsoOffset SOP produces a volume that fills the interior of the torus. Then, a material using a Volume Cloud is assigned to the volumetric data of the torus shape. Setting the Smoke Cloud Density to 5 and the Smoke Shadow Density to 10 helps create a more smoke-like look and feel.

Here is the torus rendered with tweaks to the volume step sizes (in the Mantra Render Operator), shadow map quality (under Depth Map Options of the spotlight), and volume primitive divisions (on the IsoOffset SOP). The smoke Diffuse color was adjusted too.

RampReference

This example demonstrates the use of ramps and referenced ramps which are animated over time.

ShutterShape

This example demonstrates how to use the shutter shape parameter to control the opening of the shutter along time through a grayscale ramp.

Down Hill Lava Flow Example for Material shader node

In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.

Note

Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.

FirePit Example for Material shader node

Note

No geometry is animated in this file. All animation is achieved by animating the textures

Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over $T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.

The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as $BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.

StyleDisplacement Example for Material shader node

This is an example file showing an object made up of two quads, one with a bump map, the other with true displacement. This object is duplicated, and the second copy uses a style sheet to reverse the material assignments on the two quads.

Basic RIS Shading Example Example for RIS Shader Network shader node

In this file we create a simple geometry and assign BxDF shaders to it. The shading network consists of pattern shaders feeding into the BxDF shaders.

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.

AddItUp Example for Add geometry node

This network demonstrates the many uses of the Add SOP to build and manipulate geometry:

  • It is used to create points in space which can then be used to create polygons using designated patterns. These polygons can be open or closed. Futhermore, each point can be animated through expressions or keyframes.

  • It is used to both create points and grab points from other primitives. These points may be used in polygon creation.

  • The Add SOP may be utilized to create a polygon using points extracted from another polygonal object. A Group SOP allows for the creation of the point group that will be referenced by the Add SOP.

  • The Add SOP is used to create a polygon from a group of animated Null objects. An Object Merge SOP references the null points in SOPs which are then fed into an Add SOP for polygon generation. A Fit SOP, in turn, is used to create an interpolated spline from the referenced null points. The result is an animted spline.

  • The Add SOP is used to generate points without creating any primitives. Also, points from other objects can be extracted through the Add SOP.

  • Finally the Add SOP can additionally be used to procedurally create rows and columns.

DeformVolume Example for Attribute from Volume geometry node

Here’s a simple example showing how you can deform a volume. First create a 3d grid of points with the box sop with divisions matching the resolution of the volume. Next, transfer the density from the volume on those points. Finally, the points can be deformed any way you want, and then you can create an empty volume and fill it with the densities from the points.

RandomMaterial Example for Attribute String Edit geometry node

This example demonstrates how to use the Attrib String Edit SOP to modify String primitive attributes and randomize the colours on a grid on a per-primitive basis.

BoxSpring Example for Box geometry node

The Box SOP is used for more than just creating boxes. It can also envelop existing geometry for specific purposes.

The Box SOP can either create a simple six-sided polygon box, calculate the bounding box size for geometry, or be used in conjunction with the Lattice SOP.

There are two objects within the box.hip file that are examples of this:

  • animated_bounding_box

    The animated_bounding_box object shows how you can envelope an object and surround it with a simple box, even if it is animated. This can be useful when displaying complicated geometry, in which case you would put the display flag on the box object and the render flag on the complicated geometry.

  • box_spring_lattice

    This is an example, a Lattice SOP used in conjunction with the Box SOP. The Box SOP is used to envelope some geometry, in this case a sphere. Divisions is checked to create the proper geometry by referencing the number of divisions in the Lattice SOP.

The top points of the box are grouped by a Group SOP. The Spring SOP uses these points as the Fixed Points from which to create the deformation.

Using the Box SOP in this way allows you to change the incoming geometry (the basic_sphere in this case) and have the box and lattice automatically re-size for you.

SlowParticles Example for Cache geometry node

This file uses the Particle SOP to create a stream of particles.

Then using the Cache SOP, the particles are slowed down. The Cache SOP has the ability to control the frame rate of an animation and read the animation slower than the global frame rate

CapCarousel Example for Cap geometry node

This example shows how to cap two designated areas of a geometry by creating groups.

Two Group SOPs are used to create two groups, group_bottom and group_middle. These groups are created using Number Enable. The Pattern number corresponds to the primitive number, which you can see by turning on primitive numbers.

Two Cap SOPs are used to cap the two groups. By capping either the First V Cap or Last V Cap, you can select which end of the group you want to cap.

CapTubeExamples Example for Cap geometry node

This example contains different variations on how to cap a tube.

There are three geometry types that are able to be capped – NURBS, mesh, and Bezier.

Each geometry type contains examples of different cap types – faceted, shared, rounded, and tangential.

For a better description of cap types, please open the help card in the Cap SOP.

VexDeform Example for Capture Attribute Unpack geometry node

This is an example of how to use the Capture Attribute Unpack SOP to turn capture attributes into something accessible to VEX. It then provides methods to smooth the capture attributes and deform them entirely in VEX.

DiscCarve Example for Carve geometry node

This network is a demonstration of the Carve SOP, specifically when dealing with extracting curves from a NURBs surface and animating that extraction.

The Carve SOP uses the U and V surface data to carve the geometry.

In our example we have extracted curves which can then be used as basis for other geometry to create interesting effects.

Given the Carve SOP uses a 0 to 1 value to carve either in the U or V surface direction, that value can be animated either by keyframing or through expressions.

CircleExamples Example for Circle geometry node

This is an example of the different geometry types and arc types a circle can have.

Geometry types include primitives, polygons, NURBS, and Beziers.

Arc types include closed circle, open arc, closed arc, and sliced arc.

The arc examples are animated, so playback the animation to see the arcs opening.

ClayBasic Example for Clay geometry node

This demonstration contains four examples of how a Clay SOP is used. The points have been animated to better visualize this.

Matrix - Point transformation is given by a matrix.

Vector - Point is translated along a vector.

Point - Point is moved to an absolute XYZ position in object space.

Primitive - Point snaps to the (U,V) of the primitive in the 2nd input of to a (U,V) on itself if no 2nd input is present.

CombGrass Example for Comb geometry node

This example shows how to use the Comb SOP to control the direction of point normals by interactively "painting" over the normals.

Two Comb SOPs are used to comb the normals on a grid in different directions. A Sequence Blend SOP blends between the two so that the normals look like they are swaying.

A simple line geometry is attached to those points.

The Comb SOP is a great way to animate things like hair and grass.

ConvertBasic Example for Convert geometry node

This example shows the various ways in which the Convert SOP converts geometry types using a simple sphere.

A chart is used for this demonstration.

The left column of the chart describes the original geometry type to convert from.

The top row of the chart describes the geometry type to convert to.

All Sphere SOPs and Convert SOPs in this demonstration use their default values to better visualize the differences.

Potatochip Example for Convert geometry node

This example demonstrates how to convert a closed curve into a surface using the Convert SOP.

There are two versions contained in this example. One curve has been successfully converted to a surface, the other has not because of the concave shape of the original curve.

View in shaded mode to get a better sense of this.

CookieBasic

This example displays the various ways in which a Cookie SOP operates.

CookieGear

This example demonstrates how to perform boolean operations using the Cookie SOP.

In this instance, the points are consolidated using a Facet SOP and a Divide SOP is used to create a smooth surface for the Cookie SOP to operate on.

CookieStar

This example creates a boolean operation using the Cookie SOP.

A star geometry is created and used to subtract the shape from the sphere geometry.

CopyAttributes Example for Copy Stamp geometry node

The Copy SOP can be used for more than copying geometry. In this example, the Copy SOP is used to transfer color attributes from the template geometry (or point) to the copied geometry.

A polygonal sphere with color infomation is used as the source geometry. A point with a color attribute (Cd) is extracted from the sphere and used as a template by the Copy SOP. Then the Copy SOP transfers the color infomation to a copied polygonal circle.

CreepBlob Example for Creep geometry node

This example shows how to creep metaballs on a surface. In this case, the surface is a contorted tube and the metaballs look like a "blob" being pushed through the tract.

A tube is created and used as the creep surface. A circle is created by carving a profile out from that same tube. The circle is then animated with a Creep SOP down the length of the tube.

Metaballs are attached to the points on that carved circle to create the "blob".

CreepParticleTubeA Example for Creep geometry node

This example shows two different ways in which particles can be crept on a surface. In this case, the surface is a contorted tube.

One version shows how particles are crept inside the surface, the other shows how particles are crept outside the surface. This is done by changing the z scale in the Creep SOP, which offsets the particles perpendicular to the surface.

The particles are birthed from a circle that is carved from the tube geometry.

CreepSpiral Example for Creep geometry node

This example shows how to spiral a line geometry over a tube surface using the Creep SOP.

CreepText Example for Creep geometry node

In this example, some text geometry is creeped along an animated surface.

The surface is comprised of two skinned curves that have been animated using a Sequence Blend SOP. The Creep SOP requires that the creep surface be a surface and not a curve.

CreepWeave Example for Creep geometry node

This example shows how you can take a geometry and creep it over an animated surface.

A file, fabric.bgeo, which looks like woven fabric, has been brought in using the File SOP. A NURBS grid has been animated to look like a piece of waving fabric using sine and noise functions.

The fabric.bgeo is crept over the animated NURBS grid, using a Creep SOP, and the result is an animated piece of woven fabric.

PopulateRandomAgents Example for Crowd Source geometry node

This example demonstrates how populate a crowd with several different types of agents.

DeltaMushDemo Example for DeltaMush geometry node

This example demonstrates how the Delta Mush SOP is used to smooth out bone deformation.

LowHigh Example for Dop Import geometry node

This example shows how to create a low res - high res set up to support RBD objects. The two main methods are to reference copy the DOP Import SOP and feed in the high res geometry or to use point instancing with an Instance Object.

ExtrudeFont Example for Extrude geometry node

This is an example of the Extrude SOP. It illustrates how volume and geometry are created from flat primitives.

It also demonstrates how to separate parts of the geometry into groups, and how to apply different shaders to each group.

PackedPoints Example for File geometry node

This example shows how you can use the file sop to do a delayed load of packed disk primitives to have multiple geometry samples per frame for rendering motion blur. If you save out the packed disk geometry, you're really only saving out the point geometry with references to the disk files (which is very light weight).

PackedSamples Example for File geometry node

This example shows how you can use the file sop to do a delayed load of packed primitives to have multiple geometry samples per frame for rendering motion blur.

FontBasic Example for Font geometry node

This example demonstrates some of the parameters available for formatting text using the Font SOP.

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.

Brickify Example for IsoOffset geometry node

This example shows how to 'brickify' or make an object appear to be made of bricks using the IsoOffset SOP.

LSystemMaster Example for L-System geometry node

The LSystems SOP allows for the definition of complex shapes through the use of iteration. It uses a mathematical language in which an initial string of characters is evaluated repeatedly, and the results are used to generate geometry. The result of each evaluation becomes the basis for the next iteration of geometry, giving the illusion of growth.

The example networks located in this demonstration should be enough to get you started writing custom LSystem rules.

However, anyone seriously interested in creating LSystems should obtain the book:

The Algorithmic Beauty of Plants, Przemyslaw Prusinkiewicz and Aristid Lindenmayer

For a full list of LSystem commands, see the Houdini documentation.

LsystemBuilding Example for L-System geometry node

This example demonstrates how to use the L-System SOP to generate buildings with windows.

ParticleExamples Example for Particle geometry node

This example contains five demonstrations of some of the various uses of the Particle SOP.

  • Creep particles along a surface using a the Creep SOP.

  • Group birth particles from a group of points on a surface.

  • Bounce particles.

  • Split particles on contact.

  • Collide particles off a collision object.

  • Birth particles from a moving object.

  • Use a metaball to exert force on a particle.

CrossProduct Example for Point geometry node

This is an example of how to calculate a cross product by using the Point SOP. The cross product is defined as the vector perpendicular to two input vectors.

To visualize this demonstration, please explore the SOP network and turn on Point Normals in the display.

TwistyCube Example for Point Cloud Iso geometry node

This example demonstrates how to construct a polygonal surface from a point cloud using the Point Cloud Iso Surface SOP.

BlendPUsingv Example for Sequence Blend geometry node

This example shows how you can blend point positions taking into account their velocities, using the Sequence Blend SOP.

BlendPointAttributes Example for Sequence Blend geometry node

This example shows how to blend point attributes using a Sequence Blend SOP.

BlendPrimitiveAttributes Example for Sequence Blend geometry node

This example shows how to blend primitive attributes using a Sequence Blend SOP.

BlendVertexAttributes Example for Sequence Blend geometry node

This example shows how to blend vertex attributes using a Sequence Blend SOP.

TorusExamples Example for Torus geometry node

This example contains the various geometry types possible when creating a torus.

UnpackWithStyle Example for Unpack geometry node

This example demonstrates the Unpack SOPs ability to evaluate style sheet information while unpacking. Nested packed primitives are used to demonstrate partial unpacking while still preserving styling information. This example also demonstrates the use of a Python SOP to extract information from the per-primitive style sheets.

DetectOverlap Example for Volume Merge geometry node

This example shows how to detect the overlapping regions of many incoming volumes procedurally using Volume SOP and Volume Merge SOP.

volumemerge Example for Volume Merge geometry node

This example shows how to use the Volume Merge SOP to flatten multiple instanced volumes onto a single camera frustum volume.

barycenter Example for Volume Reduce geometry node

This example shows how to use the Volume Reduce SOP to compute the barycenter of a 3d object.

WornMetal Example for Curvature VOP node

This example shows how the curvature vop can be added to a shader network to add a worn or distressed look to your material.

RampParameter Example for Parameter VOP node

This example shows how to control the particle colours using the temperature attributes from a pyro simulation using a Ramp Parameter VOP node.

PointCloudWrite Example for Point Cloud Write VOP node

This example shows how the pcwrite vop can be used to write out points to a point cloud file. Render the mantra1 ROP to generate the point cloud, then view the point cloud with gplay. The distribution of points will depend on where mantra shaders are executed - in this case, the mantra ROP is configured to shade hidden surfaces allowing the back faces of the sphere to generate points.

Geometry nodes

  • Adaptive Prune

    Removes elements while trying to maintain the overall appearance.

  • Add

    Creates Points or Polygons, or adds points/polys to an input.

  • Agent

    Creates agent primitives.

  • Agent Clip

    Adds new clips to agent primitives.

  • Agent Clip

    Adds new clips to agent primitives.

  • Agent Clip Properties

    Defines how agents' animation clips should be played back.

  • Agent Clip Transition Graph

    Creates geometry describing possible transitions between animation clips.

  • Agent Collision Layer

    Creates a new agent layer that is suitable for collision detection.

  • Agent Configure Joints

    Creates point attributes that specify the rotation limits of an agent’s joints.

  • Agent Constraint Network

    Builds a constraint network to hold an agent’s limbs together.

  • Agent Definition Cache

    Writes agent definition files to disk.

  • Agent Edit

    Edits properties of agent primitives.

  • Agent Layer

    Adds a new layer to agent primitives.

  • Agent Look At

    Adjusts the head of an agent to look at a specific object or position.

  • Agent Look At

    Adjusts the head of an agent to look at a specific object or position.

  • Agent Prep

    Adds various common point attributes to agents for use by other crowd nodes.

  • Agent Prep

    Adds various common point attributes to agents for use by other crowd nodes.

  • Agent Proxy

    Provides simple proxy geometry for an agent.

  • Agent Relationship

    Creates parent-child relationships between agents.

  • Agent Terrain Adaptation

    Adapts agents' legs to conform to terrain and prevent the feet from sliding.

  • Agent Transform Group

    Adds new transform groups to agent primitives.

  • Agent Unpack

    Extracts geometry from agent primitives.

  • Agent Vellum Unpack

    Extracts geometry from agent primitives for a Vellum simulation.

  • Alembic

    Loads the geometry from an Alembic scene archive (.abc) file into a geometry network.

  • Alembic Group

    Creates a geometry group for Alembic primitives.

  • Alembic Primitive

    Modifies intrinsic properties of Alembic primitives.

  • Alembic ROP output driver

  • Align

    Aligns a group of primitives to each other or to an auxiliary input.

  • Assemble

    Cleans up a series of break operations and creates the resulting pieces.

  • Attribute Blur

    Blurs out (or "relaxes") points in a mesh or a point cloud.

  • Attribute Cast

    Changes the size/precision Houdini uses to store an attribute.

  • Attribute Composite

    Composites vertex, point, primitive, and/or detail attributes between two or more selections.

  • Attribute Copy

    Copies attributes between groups of vertices, points, or primitives.

  • Attribute Create

    Adds or edits user defined attributes.

  • Attribute Delete

    Deletes point and primitive attributes.

  • Attribute Expression

    Allows simple VEX expressions to modify attributes.

  • Attribute Fade

    Fades a point attribute in and out over time.

  • Attribute Interpolate

    Interpolates attributes within primitives or based on explicit weights.

  • Attribute Mirror

    Copies and flips attributes from one side of a plane to another.

  • Attribute Noise

    Adds noise to attributes of the incoming geometry.

  • Attribute Promote

    Promotes or demotes attributes from one geometry level to another.

  • Attribute Randomize

    Generates random attribute values of various distributions.

  • Attribute Rename

    Renames or deletes point and primitive attributes.

  • Attribute Reorient

    Modifies point attributes based on differences between two models.

  • Attribute String Edit

    Edits string attribute values.

  • Attribute Swap

    Copies, moves, or swaps the contents of attributes.

  • Attribute Transfer

    Transfers vertex, point, primitive, and/or detail attributes between two models.

  • Attribute Transfer By UV

    Transfers attributes between two geometries based on UV proximity.

  • Attribute VOP

    Runs a VOP network to modify geometry attributes.

  • Attribute Wrangle

    Runs a VEX snippet to modify attribute values.

  • Attribute from Map

    Samples texture map information to a point attribute.

  • Attribute from Volume

    Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping.

  • Bake ODE

    Converts primitives for ODE and Bullet solvers.

  • Bake Volume

    Computes lighting values within volume primitives

  • Basis

    Provides operations for moving knots within the parametric space of a NURBS curve or surface.

  • Bend

    Applies deformations such as bend, taper, squash/stretch, and twist.

  • Blast

    Deletes primitives, points, edges or breakpoints.

  • Blend Shapes

    Computes a 3D metamorphosis between shapes with the same topology.

  • Blend Shapes

    Computes a 3D metamorphosis between shapes with the same topology.

  • Block Begin

    The start of a looping block.

  • Block Begin Compile

    The start of a compile block.

  • Block End

    The end/output of a looping block.

  • Block End Compile

    The end/output of a compile block.

  • Bone Capture

    Supports Bone Deform by assigning capture weights to bones.

  • Bone Capture Biharmonic

    Supports Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes.

  • Bone Capture Lines

    Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.

  • Bone Capture Proximity

    Supports Bone Deform by assigning capture weights to points based on distance to bones.

  • Bone Deform

    Uses capture attributes created from bones to deform geometry according to their movement.

  • Bone Link

    Creates default geometry for Bone objects.

  • Boolean

    Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.

  • Boolean Fracture

    Fractures the input geometry using cutting surfaces.

  • Bound

    Creates an axis-aligned bounding box or sphere for the input geometry.

  • Box

    Creates a cube or six-sided rectangular box.

  • Break

    Breaks the input geometry using the specified cutting shape.

  • Bulge

    Deforms the points in the first input using one or more magnets from the second input.

  • Cache

    Records and caches its input geometry for faster playback.

  • Cap

    Closes open areas with flat or rounded coverings.

  • Capture Attribute Pack

    Converts array attributes into a single index-pair capture attribute.

  • Capture Attribute Unpack

    Converts a single index-pair capture attribute into per-point and detail array attributes.

  • Capture Correct

    Adjusts capture regions and capture weights.

  • Capture Layer Paint

    Lets you paint capture attributes directly onto geometry.

  • Capture Mirror

    Copies capture attributes from one half of a symmetric model to the other.

  • Capture Override

    Overrides the capture weights on individual points.

  • Capture Region

    Supports Capture and Deform operation by creating a volume within which points are captured to a bone.

  • Carve

    Slices, cuts or extracts points or cross-sections from a primitive.

  • Channel

    Reads sample data from a chop and converts it into point positions and point attributes.

  • Circle

    Creates open or closed arcs, circles and ellipses.

  • Clay

    Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.

  • Clean

    Helps clean up dirty models.

  • Clip

    Removes or groups geometry on one side of a plane, or creases geometry along a plane.

  • Cloth Capture

    Captures low-res simulated cloth.

  • Cloth Deform

    Deforms geometry captured by the Cloth Capture SOP.

  • Cloud

    Creates a volume representation of source geometry.

  • Cloud Light

    Fills a volume with a diffuse light.

  • Cloud Noise

    Applies a cloud like noise to a Fog volume.

  • Cluster

    Low-level machinery to cluster points based on their positions (or any vector attribute).

  • Cluster Points

    Higher-level node to cluster points based on their positions (or any vector attribute).

  • Collision Source

    Creates geometry and VDB volumes for use with DOPs collisions.

  • Color

    Adds color attributes to geometry.

  • Comb

    Adjust surface point normals by painting.

  • Connect Adjacent Pieces

    Creates lines between nearby pieces.

  • Connectivity

    Creates an attribute with a unique value for each set of connected primitives or points.

  • Control

    Creates simple geometry for use as control shapes.

  • Convert

    Converts geometry from one geometry type to another.

  • Convert HeightField

    Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.

  • Convert Line

    Converts the input geometry into line segments.

  • Convert Meta

    Polygonizes metaball geometry.

  • Convert Tets

    Generates the oriented surface of a tetrahedron mesh.

  • Convert VDB

    Converts sparse volumes.

  • Convert VDB Points

    Converts a Point Cloud into a VDB Points Primitive, or vice versa.

  • Convert Volume

    Converts the iso-surface of a volume into a polygonal surface.

  • Convex Decomposition

    Decomposes the input geometry into approximate convex segments.

  • Copy Stamp

    Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.

  • Copy and Transform

    Copies geometry and applies transformations to the copies.

  • Copy to Points

    Copies the geometry in the first input onto the points of the second input.

  • Crease

    Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.

  • Creep

    Deforms and animates a piece of geometry across a surface.

  • Crowd Source

    Populates a crowd of agent primitives.

  • Crowd Source

    Creates crowd agents to be used with the crowd solver.

  • Curve

    Creates polygonal, NURBS, or Bezier curves.

  • Curveclay

    Deforms a spline surface by reshaping a curve on the surface.

  • Curvesect

    Finds the intersections (or points of minimum distance) between two or more curves or faces.

  • DOP I/O

    Imports fields from DOP simulations, saves them to disk, and loads them back again.

  • DOP Import Fields

    Imports scalar and vector fields from a DOP simulation.

  • DOP Import Records

    Imports option and record data from DOP simulations into points with point attributes.

  • DOP Network

  • Debris Source

    Generates point emission sources for debris from separating fractured rigid body objects.

  • Deformation Wrangle

    Runs a VEX snippet to deform geometry.

  • Delete

    Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.

  • DeltaMush

    Smooths out (or "relaxes") point deformations.

  • Detangle

    Attempts to prevent collisions when deforming geometry.

  • Dissolve

    Deletes edges from the input polygonal geometry merging polygons with shared edges.

  • Dissolve

    Deletes points, primitives, and edges from the input geometry and repairs any holes left behind.

  • Divide

    Divides, smooths, and triangulates polygons.

  • Dop Import

    Imports and transforms geometry based on information extracted from a DOP simulation.

  • Draw Curve

    Creates a curve based on user input in the viewport.

  • Draw Guides

  • Each

    Culls the input geometry according to the specifications of the For Each SOP.

  • Edge Collapse

    Collapses edges and faces to their centerpoints.

  • Edge Cusp

    Sharpens edges by uniquing their points and recomputing point normals.

  • Edge Divide

    Inserts points on the edges of polygons and optionally connects them.

  • Edge Flip

    Flips the direction of polygon edges.

  • Edge Fracture

    Cuts geometry along edges using guiding curves.

  • Edge Transport

    Copies and optionally modifies attribute values along edges networks and curves.

  • Edit

    Edits points, edges, or faces interactively.

  • Ends

    Closes, opens, or clamps end points.

  • Enumerate

    Sets an attribute on selected points or primitives to sequential numbers.

  • Error

    Generates a message, warning, or error, which can show up on a parent asset.

  • Exploded View

    Pushes geometry out from the center to create an exploded view.

  • Extract Centroid

    Computes the centroid of each piece of the geometry.

  • Extract Transform

    Computes the best-fit transform between two pieces of geometry.

  • Extrude

    Extrudes geometry along a normal.

  • Extrude Volume

    Extrudes surface geometry into a volume.

  • FEM Visualization

  • FLIP Source

    Creates a surface or density VDB for sourcing FLIP simulations.

  • Facet

    Controls the smoothness of faceting of a surface.

  • Falloff

    Adds smooth distance attributes to geometry.

  • Filament Advect

    Evolves polygonal curves as vortex filaments.

  • File

    Reads, writes, or caches geometry on disk.

  • File Cache

    Writes and reads geometry sequences to disk.

  • File Merge

    Reads and collates data from disk.

  • Fillet

    Creates smooth bridging geometry between two curves or surfaces.

  • Filmbox FBX ROP output driver

  • Find Shortest Path

    Finds the shortest paths from start points to end points, following the edges of a surface.

  • Fit

    Fits a spline curve to points, or a spline surface to a mesh of points.

  • Fluid Compress

    Compresses the output of fluid simulations to decrease size on disk

  • Font

    Creates 3D text from Type 1, TrueType and OpenType fonts.

  • Force

    Uses a metaball to attract or repel points or springs.

  • Fractal

    Creates jagged mountain-like divisions of the input geometry.

  • Fur

    Creates a set of hair-like curves across a surface.

  • Fuse

    Merges or splits (uniques) points.

  • Glue Cluster

    Adds strength to a glue constraint network according to cluster values.

  • Grain Source

    Generates particles to be used as sources in a particle-based grain simulation.

  • Graph Color

    Assigns a unique integer attribute to non-touching components.

  • Grid

    Creates planar geometry.

  • Groom Blend

    Blends the guides and skin of two grooms.

  • Groom Fetch

    Fetches groom data from grooming objects.

  • Groom Pack

    Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk.

  • Groom Switch

    Switches between all components of two groom streams.

  • Groom Unpack

    Unpacks the components of a groom from a packed groom.

  • Group

    Generates groups of points, primitives, edges, or vertices according to various criteria.

  • Group Combine

    Combines point groups, primitive groups, or edge groups according to boolean operations.

  • Group Copy

    Copies groups between two pieces of geometry, based on point/primitive numbers.

  • Group Delete

    Deletes groups of points, primitives, edges, or vertices according to patterns.

  • Group Expression

    Runs VEX expressions to modify group membership.

  • Group Paint

    Sets group membership interactively by painting.

  • Group Promote

    Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups.

  • Group Range

    Groups points and primitives by ranges.

  • Group Rename

    Renames groups according to patterns.

  • Group Transfer

    Transfers groups between two pieces of geometry, based on proximity.

  • Guide Advect

    Advects guide points through a velocity volume.

  • Guide Collide With VDB

    Resolves collisions of guide curves with VDB signed distance fields.

  • Guide Deform

    Deforms geometry with an animated skin and optionally guide curves.

  • Guide Groom

    Allows intuitive manipulation of guide curves in the viewport.

  • Guide Group

    Creates standard primitive groups used by grooming tools.

  • Guide Initialize

    Quickly give hair guides some initial direction.

  • Guide Mask

    Creates masking attributes for other grooming operations.

  • Guide Partition

    Creates and prepares parting lines for use with hair generation.

  • Guide Skin Attribute Lookup

    Looks up skin geometry attributes under the root point of guide curves.

  • Guide Tangent Space

    Constructs a coherent tangent space along a curve.

  • Guide Transfer

    Transfer hair guides between geometries.

  • Hair Card Generate

    Converts dense hair curves to a polygon card, keeping the style and shape of the groom.

  • Hair Clump

    Clumps guide curves together.

  • Hair Generate

    Generates hair on a surface or from points.

  • Hair Growth Field

    Generates a velocity field based on stroke primitives.

  • HeightField

    Generates an initial heightfield volume for use with terrain tools.

  • HeightField Blur

    Blurs a terrain height field or mask.

  • HeightField Clip

    Limits height values to a certain minimum and/or maximum.

  • HeightField Copy Layer

    Creates a copy of a height field or mask.

  • HeightField Crop

    Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field.

  • HeightField Distort by Layer

    Displaces a height field by another field.

  • HeightField Distort by Noise

    Advects the input volume through a noise pattern to break up hard edges and add variety.

  • HeightField Draw Mask

    Lets you draw shapes to create a mask for height field tools.

  • HeightField Erode

    Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.

  • HeightField Erode

    Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.

  • HeightField Erode Hydro

    Simulates the erosion from one heightfield sliding over another for a short time.

  • HeightField Erode Precipitation

    Distributes water along a heightfield. Offers controls for adjusting the intensity, variability, and location of rainfall.

  • HeightField Erode Thermal

    Calculates the effect of thermal erosion on terrain for a short time.

  • HeightField File

    Imports a 2D image map from a file or compositing node into a height field or mask.

  • HeightField Flow Field

    Generates flow and flow direction layers according to the input height layer.

  • HeightField Isolate Layer

    Copies another layer over the mask layer, and optionally flattens the height field.

  • HeightField Layer

    Composites together two height fields.

  • HeightField Layer Clear

    Sets all values in a heightfield layer to a fixed value.

  • HeightField Layer Property

    Sets the border voxel policy on a height field volume.

  • HeightField Mask by Feature

    Creates a mask based on different features of the height layer.

  • HeightField Mask by Object

    Creates a mask based some other geometry.

  • HeightField Mask by Occlusion

    Creates a mask where the input terrain is hollow/depressed, for example riverbeds and valleys.

  • HeightField Noise

    Adds vertical noise to a height field, creating peaks and valleys.

  • HeightField Output

    Exports height and/or mask layers to disk as an image.

  • HeightField Paint

    Lets you paint values into a height or mask field using strokes.

  • HeightField Patch

    Patches features from one heightfield to another.

  • HeightField Pattern

    Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.

  • HeightField Project

    Projects 3D geometry into a height field.

  • HeightField Quick Shade

    Applies a material that lets you plug in textures for different layers.

  • HeightField Remap

    Remaps the values in a height field or mask layer.

  • HeightField Resample

    Changes the resolution of a height field.

  • HeightField Scatter

    Scatters points across the surface of a height field.

  • HeightField Scatter

    Scatters points across the surface of a height field.

  • HeightField Slump

    Simulates loose material sliding down inclines and piling at the bottom.

  • HeightField Terrace

    Creates stepped plains from slopes in the terrain.

  • HeightField Tile Splice

    Stitches height field tiles back together.

  • HeightField Tile Split

    Splits a height field volume into rows and columns.

  • HeightField Transform

    Height field specific scales and offsets.

  • HeightField Visualize

    Visualizes elevations using a custom ramp material, and mask layers using tint colors.

  • Hole

    Makes holes in surfaces.

  • Inflate

    Deforms the points in the first input to make room for the inflation tool.

  • Instance

    Instances Geometry on Points.

  • Intersection Analysis

    Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves.

  • Intersection Stitch

    Composes triangle surfaces and curves together into a single connected mesh.

  • Invoke Compiled Block

    Processes its inputs using the operation of a referenced compiled block.

  • IsoOffset

    Builds an offset surface from geometry.

  • IsoSurface

    Generates an isometric surface from an implicit function.

  • Join

    The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.

  • Knife

    Divides, deletes, or groups geometry based on an interactively drawn line.

  • L-System

    Creates fractal geometry from the recursive application of simple rules.

  • Lattice

    Deforms geometry based on how you reshape control geometry.

  • Lidar Import

    Reads a lidar file and imports a point cloud from its data.

  • Line

    Creates polygon or NURBS lines from a position, direction, and distance.

  • MDD

    Animates points using an MDD file.

  • Magnet

    Deforms geometry by using another piece of geometry to attract or repel points.

  • Match Axis

    Aligns the input geometry to a specific axis.

  • Match Size

    Resizes and recenters the geometry according to reference geometry.

  • Match Topology

    Reorders the primitive and point numbers of the input geometry to match some reference geometry.

  • Material

    Assigns one or more materials to geometry.

  • Measure

    Measures volume, area, and perimeter of polygons and puts the results in attributes.

  • Merge

    Merges geometry from its inputs.

  • MetaGroups

    Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.

  • Metaball

    Creates metaballs and meta-superquadric surfaces.

  • Mirror

    Duplicates and mirrors geometry across a mirror plane.

  • Mountain

    Displaces points along their normals based on fractal noise.

  • Mountain

    Displaces points along their normals based on fractal noise.

  • Muscle Capture

    Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives

  • Muscle Deform

    Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles

  • Name

    Creates a "naming" attribute on points or primitives allowing you to refer to them easily, similar to groups.

  • Normal

    Computes surface normal attribute.

  • Null

    Does nothing.

  • Object Merge

    Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.

  • Object_musclerig@musclerigstrokebuilder

  • Object_riggedmuscle@musclestrokebuilder

    Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface.

  • Ocean Evaluate

    Deforms input geometry based on ocean "spectrum" volumes.

  • Ocean Evaluate

    Deforms input geometry based on ocean "spectrum" volumes.

  • Ocean Foam

    Generates particle-based foam

  • Ocean Source

    Generates particles and volumes from ocean "spectrum" volumes for use in simulations

  • Ocean Source

    Generates particles and volumes from ocean "spectrum" volumes for use in simulations

  • Ocean Spectrum

    Generates volumes containing information for simulating ocean waves.

  • Ocean Waves

    Instances individual waveforms onto input points and generated points.

  • OpenCL

    Executes an OpenCL kernel on geometry.

  • Output

    Marks the output of a sub-network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Points

    Packs points into a tiled grid of packed primitives.

  • Packed Disk Edit

    Editing Packed Disk Primitives.

  • Packed Edit

    Editing Packed Primitives.

  • Paint

    Lets you paint color or other attributes on geometry.

  • Paint Color Volume

    Creates a color volume based on drawn curve

  • Paint Fog Volume

    Creates a fog volume based on drawn curve

  • Paint SDF Volume

    Creates an SDF volume based on drawn curve

  • Particle

    Creates simple particle simulations without requiring an entire particle network.

  • Particle Fluid Surface

    Generates a surface around the particles from a particle fluid simulation.

  • Particle Fluid Tank

    Creates a set of regular points filling a tank.

  • Partition

    Places points and primitives into groups based on a user-supplied rule.

  • Peak

    Moves primitives, points, edges or breakpoints along their normals.

  • Planar Patch

    Creates a planar polygonal patch.

  • Planar Patch from Curves

    Fills in a 2d curve network with triangles.

  • Planar Pleat

    Deforms flat geometry into a pleat.

  • Platonic Solids

    Creates platonic solids of different types.

  • Point

    Manually adds or edits point attributes.

  • Point Cloud Iso

    Constructs an iso surface from its input points.

  • Point Deform

    Deforms geometry on an arbitrary connected point mesh.

  • Point Generate

    Creates new points, optionally based on point positions in the input geometry.

  • Point Jitter

    Jitters points in random directions.

  • Point Relax

    Moves points with overlapping radii away from each other, optionally on a surface.

  • Point Replicate

    Generates a cloud of points around the input points.

  • Point Velocity

    Computes and manipulates velocities for points of a geometry.

  • Points from Volume

    Creates set of regular points filling a volume.

  • Poly Bridge

    Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.

  • Poly Expand 2D

    Creates offset polygonal geometry for planar polygonal graphs.

  • Poly Extrude

    Extrudes polygonal faces and edges.

  • PolyBevel

    Creates straight, rounded, or custom fillets along edges and corners.

  • PolyBevel

    Bevels points and edges.

  • PolyCut

    Breaks curves where an attribute crosses a threshold.

  • PolyDoctor

    Helps repair invalid polygonal geometry, such as for cloth simulation.

  • PolyExtrude

    Extrudes polygonal faces and edges.

  • PolyFill

    Fills holes with polygonal patches.

  • PolyFrame

    Creates coordinate frame attributes for points and vertices.

  • PolyLoft

    Creates new polygons using existing points.

  • PolyPatch

    Creates a smooth polygonal patch from primitives.

  • PolyPath

    Cleans up topology of polygon curves.

  • PolyReduce

    Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.

  • PolySoup

    Combines polygons into a single primitive that can be more efficient for many polygons

  • PolySpline

    The PolySpline SOP fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.

  • PolySplit

    Divides an existing polygon into multiple new polygons.

  • PolySplit

    Divides an existing polygon into multiple new polygons.

  • PolyStitch

    Stitches polygonal surfaces together, attempting to remove cracks.

  • PolyWire

    Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.

  • Pose Scope

    Assigns channel paths and/or pickscripts to geometry.

  • Pose-Space Deform

    Interpolates between a set of pose-shapes based on the value of a set of drivers.

  • Pose-Space Edit

    Packs geometry edits for pose-space deformation.

  • Primitive

    Edits primitive, primitive attributes, and profile curves.

  • Primitive Split

    Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.

  • Profile

    Extracts or manipulates profile curves.

  • Project

    Creates profile curves on surfaces.

  • Pyro Source

    Creates points for sourcing pyro and smoke simulations.

  • Python

    Runs a Python snippet to modify the incoming geometry.

  • RBD Cluster

    Combines fractured pieces or constraints into larger clusters.

  • RBD Constraint Properties

    Creates attributes describing rigid body constraints.

  • RBD Interior Detail

    Creates additional detail on the interior surfaces of fractured geometry.

  • RBD Material Fracture

    Fractures the input geometry based on a material type.

  • RBD Pack

    Packs RBD geometry, constraints, and proxy geometry into a single geometry.

  • RBD Paint

    Paints values onto geometry or constraints using strokes.

  • RBD Unpack

    Unpacks an RBD setup into three outputs.

  • RMan Shader

    Attaches RenderMan shaders to groups of faces.

  • ROP Geometry Output

  • Rails

    Generates surfaces by stretching cross-sections between two guide rails.

  • Ray

    Projects one surface onto another.

  • Refine

    Increases the number of points/CVs in a curve or surface without changing its shape.

  • Reguide

    Scatters new guides, interpolating the properties of existing guides.

  • Remesh

    Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles.

  • Repack

    Repacks geometry as an embedded primitive.

  • Resample

    Resamples one or more curves or surfaces into even length segments.

  • Rest Position

    Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.

  • Retime

    Retimes the time-dependent input geometry.

  • Reverse

    Reverses or cycles the vertex order of faces.

  • Revolve

    Revolves a curve around a center axis to sweep out a surface.

  • Rewire Vertices

    Rewires vertices to different points specified by an attribute.

  • Ripple

    Generates ripples by displacing points along the up direction specified.

  • Scatter

    Scatters new points randomly across a surface or through a volume.

  • Script

    Runs scripts when cooked.

  • Sculpt

    Lets you interactively reshape a surface by brushing.

  • Sequence Blend

    Morphs though a sequence of 3D shapes, interpolating geometry and attributes.

  • Sequence Blend

    Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…

  • Shape Diff

    Computes the post-deform or pre-deform difference of two geometries with similar topologies.

  • Shrinkwrap

    Computes the convex hull of the input geometry and moves its polygons inwards along their normals.

  • Shrinkwrap

    Takes the convex hull of input geometry and moves its polygons inwards along their normals.

  • Skin

    Builds a skin surface between any number of shape curves.

  • Sky

    Creates a sky filled with volumentric clouds

  • Smooth

    Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.

  • Smooth

    Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.

  • Soft Peak

    Moves the selected point along its normal, with smooth rolloff to surrounding points.

  • Soft Transform

    Moves the selected point, with smooth rolloff to surrounding points.

  • Solid Conform

    Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.

  • Solid Embed

    Creates a simple tetrahedral mesh that covers a connected mesh.

  • Solid Fracture

    Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.

  • Solver

    Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame.

  • Sort

    Reorders points and primitives in different ways.

  • Sphere

    Creates a sphere or ovoid surface.

  • Split

    Splits primitives or points into two streams.

  • Spray Paint

    Spray paints random points onto a surface.

  • Spring

    Simulates the behavior of points as if the edges connecting them were springs.

  • Sprite

    A SOP node that sets the sprite display for points.

  • Starburst

    Insets points on polygonal faces.

  • Stash

    Caches the input geometry in the node on command, and then uses it as the node’s output.

  • Stitch

    Stretches two curves or surfaces to cover a smooth area.

  • Stroke

    Low level tool for building interactive assets.

  • Stroke Cache

    Simplifies the building of tools that incrementally modify geometry based on strokes.

  • Subdivide

    Subdivides polygons into smoother, higher-resolution polygons.

  • Subnetwork

    The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor.

  • Super Quad

    Generates an isoquadric surface.

  • Surfsect

    Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.

  • Sweep

    Creates a surface by sweeping cross-sections along a backbone curve.

  • Switch

    Switches between network branches based on an expression or keyframe animation.

  • Table Import

    Reads a CSV file creating point per row.

  • Test Geometry: Crag

    Creates a rock creature, which can be used as test geometry.

  • Test Geometry: Pig Head

    Creates a pig head, which can be used as test geometry..

  • Test Geometry: Rubber Toy

    Creates a rubber toy, which can be used as test geometry.

  • Test Geometry: Shader Ball

    Creates a shader ball, which can be used to test shaders.

  • Test Geometry: Squab

    Creates a squab, which can be used as test geometry.

  • Test Geometry: Tommy

    Creates a soldier, which can be used as test geometry.

  • Test Simulation: Crowd Transition

    Provides a simple crowd simulation for testing transitions between animation clips.

  • Test Simulation: Ragdoll

    Provides a simple Bullet simulation for testing the behavior of a ragdoll.

  • Tet Partition

    Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh

  • Tetrahedralize

    Performs variations of a Delaunay Tetrahedralization.

  • TimeShift

    Cooks the input at a different time.

  • Toon Shader Attributes

    Sets attributes used by the Toon Color Shader and Toon Outline Shader.

  • TopoBuild

    Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.

  • Torus

    Creates a torus (doughnut) shaped surface.

  • Trace

    Traces curves from an image file.

  • Trail

    Creates trails behind points.

  • Transform

    The Transform operation transforms the source geometry in "object space" using a transformation matrix.

  • Transform Axis

    Transforms the input geometry relative to a specific axis.

  • Transform By Attribute

    Transforms the input geometry by a point attribute.

  • Transform Pieces

    Transforms input geometry according to transformation attributes on template geometry.

  • Tri Bezier

    Creates a triangular Bezier surface.

  • TriDivide

    Refines triangular meshes using various metrics.

  • Triangulate 2D

    Connects points to form well-shaped triangles.

  • Trim

    Trims away parts of a spline surface defined by a profile curve or untrims previous trims.

  • Tube

    Creates open or closed tubes, cones, or pyramids.

  • UV Autoseam

    Generates an edge group representing suggested seams for flattening a polygon model in UV space.

  • UV Brush

    Adjusts texture coordinates in the UV viewport by painting.

  • UV Edit

    Lets you interactively move UVs in the texture view.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Fuse

    Merges UVs.

  • UV Layout

    Packs UV islands efficiently into a limited area.

  • UV Pelt

    Relaxes UVs by pulling them out toward the edges of the texture area.

  • UV Project

    Assigns UVs by projecting them onto the surface from a set direction.

  • UV Quick Shade

    Applies an image file as a textured shader to a surface.

  • UV Texture

    Assigns texture UV coordinates to geometry for use in texture and bump mapping.

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Unwrap

    Separates UVs into reasonably flat, non-overlapping groups.

  • Unix

    Processes geometry using an external program.

  • Unpack

    Unpacks packed primitives.

  • Unpack Points

    Unpacks points from packed primitives.

  • VDB

    Creates one or more empty/uniform VDB volume primitives.

  • VDB Activate

    Activates voxel regions of a VDB for further processing.

  • VDB Activate SDF

    Expand or contract signed distance fields stored on VDB volume primitives.

  • VDB Advect

    Moves VDBs in the input geometry along a VDB velocity field.

  • VDB Advect Points

    Moves points in the input geometry along a VDB velocity field.

  • VDB Analysis

    Computes an analytic property of a VDB volumes, such as gradient or curvature.

  • VDB Clip

    Clips VDB volume primitives using a bounding box or another VDB as a mask.

  • VDB Combine

    Combines the values of two aligned VDB volumes in various ways.

  • VDB Diagnostics

    Tests VDBs for Bad Values and Repairs.

  • VDB Fracture

    Cuts level set VDB volume primitives into multiple pieces.

  • VDB LOD

    Build an LOD Pyramid from a VDB.

  • VDB Morph SDF

    Blends between source and target SDF VDBs.

  • VDB Occlusion Mask

    Create a mask of the voxels in shadow from a camera for VDB primitives.

  • VDB Points Group

    Manipulates the Internal Groups of a VDB Points Primitive.

  • VDB Project Non-Divergent

    Removes divergence from a Vector VDB.

  • VDB Renormalize SDF

    Fixes signed distance fields stored in VDB volume primitives.

  • VDB Resample

    Re-samples a VDB volume primitive into a new orientation and/or voxel size.

  • VDB Reshape SDF

    Reshapes signed distance fields in VDB volume primitives.

  • VDB Segment by Connectivity

    Splits SDF VDBs into connected components.

  • VDB Smooth

    Smooths out the values in a VDB volume primitive.

  • VDB Smooth SDF

    Smooths out SDF values in a VDB volume primitive.

  • VDB Topology to SDF

    Creates an SDF VDB based on the active set of another VDB.

  • VDB Vector Merge

    Merges three scalar VDB into one vector VDB.

  • VDB Vector Split

    Splits a vector VDB primitive into three scalar VDB primitives.

  • VDB Visualize Tree

    Replaces a VDB volume with geometry that visualizes its structure.

  • VDB from Particle Fluid

    Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.

  • VDB from Particles

    Converts point clouds and/or point attributes into VDB volume primitives.

  • VDB from Polygons

    Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

  • VDB to Spheres

    Fills a VDB volume with adaptively-sized spheres.

  • Vellum Configure Grain

    Configures geometry for Vellum Grain constraints.

  • Vellum Constraints

    Configure constraints on geometry for the Vellum solvers.

  • Vellum Drape

    Vellum solver setup to pre-roll fabric to drape over characters.

  • Vellum I/O

    Packs Vellum simulations, saves them to disk, and loads them back again.

  • Vellum Pack

    Packs Vellum geometry and constraints into a single geometry.

  • Vellum Post-Process

    Applies common post-processing effects to the result of Vellum solves.

  • Vellum Rest Blend

    Blends the current rest values of constraints with a rest state calculated from external geometry.

  • Vellum Solver

    Runs a dynamic Vellum simulation.

  • Vellum Unpack

    Unpacks a Vellum simulation into two outputs.

  • Verify BSDF

    Verify that a bsdf conforms to the required interface.

  • Vertex

    Manually adds or edits attributes on vertices (rather than on points).

  • Vertex Split

    Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.

  • Visibility

    Shows/hides primitives in the 3D viewer and UV editor.

  • Visualize

    Lets you attach visualizations to different nodes in a geometry network.

  • Volume

    Creates a volume primitive.

  • Volume Analysis

    Computes analytic properties of volumes.

  • Volume Arrival Time

    Computes a speed-defined travel time from source points to voxels.

  • Volume Blur

    Blurs the voxels of a volume.

  • Volume Bound

    Bounds voxel data.

  • Volume Break

    Cuts polygonal objects using a signed distance field volume.

  • Volume Compress

    Re-compresses Volume Primitives.

  • Volume Convolve 3×3×3

    Convolves a volume by a 3×3×3 kernel.

  • Volume FFT

    Compute the Fast Fourier Transform of volumes.

  • Volume Feather

    Feathers the edges of volumes.

  • Volume Merge

    Flattens many volumes into one volume.

  • Volume Mix

    Combines the scalar fields of volume primitives.

  • Volume Optical Flow

    Translates the motion between two "image" volumes into displacement vectors.

  • Volume Patch

    Fill in a region of a volume with features from another volume.

  • Volume Ramp

    Remaps a volume according to a ramp.

  • Volume Rasterize

    Rasterizes into a volume.

  • Volume Rasterize Attributes

    Samples point attributes into VDBs.

  • Volume Rasterize Curve

    Converts a curve into a volume.

  • Volume Rasterize Hair

    Converts fur or hair to a volume for rendering.

  • Volume Rasterize Particles

    Converts a point cloud into a volume.

  • Volume Rasterize Points

    Converts a point cloud into a volume.

  • Volume Reduce

    Reduces the values of a volume into a single number.

  • Volume Resample

    Resamples the voxels of a volume to a new resolution.

  • Volume Resize

    Resizes the bounds of a volume without changing voxels.

  • Volume SDF

    Builds a Signed Distance Field from an isocontour of a volume.

  • Volume Slice

    Extracts 2d slices from volumes.

  • Volume Splice

    Splices overlapping volume primitives together.

  • Volume Stamp

    Stamps volumes instanced on points into a single target volume.

  • Volume Surface

    Adaptively surfaces a volume hierarchy with a regular triangle mesh.

  • Volume Trail

    Computes a trail of points through a velocity volume.

  • Volume VOP

    Runs CVEX on a set of volume primitives.

  • Volume Velocity

    Computes a velocity volume.

  • Volume Velocity from Curves

    Generates a volume velocity field using curve tangents.

  • Volume Velocity from Surface

    Generates a velocity field within a surface geometry.

  • Volume Visualization

    Adjusts attributes for multi-volume visualization.

  • Volume Wrangle

    Runs a VEX snippet to modify voxel values in a volume.

  • Volume from Attribute

    Sets the voxels of a volume from point attributes.

  • Voronoi Fracture

    Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points

  • Voronoi Fracture

    Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points

  • Voronoi Fracture Points

    Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.

  • Voronoi Split

    Cuts the geometry into small pieces according to a set of cuts defined by polylines.

  • Vortex Force Attributes

    Creates the point attributes needed to create a Vortex Force DOP.

  • Whitewater Source

    Generates volumes to be used as sources in a whitewater simulation.

  • Whitewater Source

    Generates emission particles and volumes to be used as sources in a Whitewater simulation.

  • Winding Number

    Computes generalized winding number of surface at query points.

  • Wire Blend

    Morphs between curve shapes while maintaining curve length.

  • Wire Capture

    Captures surfaces to a wire, allowing you to edit the wire to deform the surface.

  • Wire Deform

    Deforms geometry captured to a curve via the Wire Capture node.

  • Wire Transfer

    Transfers the shape of one curve to another.

  • Wireframe

    Constructs polygonal tubes around polylines, creating renderable geometry.

  • glTF ROP output driver