# Boolean 2.0geometry node

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

## Overview

This node can perform several different functions according to the Operation parameter.

The common operations are:

• Boolean operations (union, intersect, subtract) between two "solid" models:

• Shattering a solid model using cutting surfaces:

You can shatter with any number of complex cutting surfaces, allowing natural-looking, artistically controlled destruction.

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• Generating polylines along the seams where two models intersect.

• Detecting intersections and putting intersecting polygons into groups.

You can specify the input models as "solid" (treat the model surface as if it encloses a solid filled space) or "surface" (treat the model surfaces like flat planes).

## Boolean operations

In the images below, the "shatter" examples use an Exploded View node to make the separate pieces clear.

### Solid/Solid boolean operations

 Before To illustrate boolean operations between solids, we’ll use two simple offset boxes. Union Creates a new solid which encloses the combined volume of the two inputs. Intersect Creates a new solid which encloses any shared volume(s) between the two inputs. Subtract Removes the shared volume(s) from one or both inputs. Shatter Like a combination of Intersect and Subtract: cuts along the intersections between the surfaces of the solids to carve out new shapes. Seam Outputs polyline(s) where the surfaces of the two solids intersect.

### Solid/Surface boolean operations

 Before To illustrate boolean operations between a solid and a surface, we’ll use a simple box and a corner. Union Combines the solid with double walls around parts of the surface outside the solid’s volume. Note that the open surfaces become double-walled, or what you might think of as "solids with zero volume" and overlapping points. In the image on the right, the parts of the "corner" outside the cube are now double-walled with double points at each corner (see the schematic views below). This is a logically consistent outcome given how the node sees the interaction between solids and surfaces, but it can be surprising if you don’t expect it. You might be able to use this geometry for what you want, but in general this operation is not very useful. Intersect Trims away any parts of the surface that are exterior to the solid. Subtract Subtracting a surface from a solid creates double-walled cuts in the solid where it intersects the surface. If the surface goes "all the way through" the solid, this is like shattering, where the surface cuts the solid into disconnected pieces. However, if (as on the right) the surface doesn’t fully intersect the solid, it "cuts out" a zero-width shape from the solid, leaving double walls with double points at the corners (see the schematic views below). Subtracting a solid from a surface trims any parts of the surface that are inside the solid. Shatter Like a combination of Intersect and Subtract: carves out the intersections into new shapes. If the surface goes "all the way through" the solid, the surface cuts the solid into disconnected pieces. However, if the surface doesn’t fully intersect the solid, it "cuts out" a zero-width shape from the solid, leaving double walls with double points at the corners (see the schematic views below). Seam Outputs polyline(s) where the surface intersects the solid.

### Surface/Surface boolean operations

 Before To illustrate boolean operations between surfaces, we’ll use two corner shape. The two shapes have an overlapping surface (in the top right) as well as an intersection (bottom). Union Combines coincident surfaces, and combines intersecting parts of the two surfaces. Intersect Only retains coincident surfaces. Subtract Removes coincident surfaces, and creates double-sided cuts along intersections. Shatter Like a combination of Intersect and Subtract: carves out intersections, and retains coincident surfaces as new shapes. Seam Outputs polygons for coincident surfaces, and polylines where the surfaces intersect.

### Schematic views

This table shows more schematic illustrations of the various operations, which attempts to clarify some aspects of the various outputs that are invisible in the viewport. Double-walls are represented as having thickness, and multiply-connected points are represented as dots.

Solid/Solid

Surface/Surface

Solid/Surface

Union

Intersect

A - B

B - A

Shatter

## Custom

For solid models with "overlapping" or "concentric" surfaces (for example, boxes within boxes, or geometry with self-intersections), you can use the "Custom" operation to extract only the solid area at a certain "depth" (with respect to either or both inputs).

The "depth" of any point inside the solid is measured as the minimum number of surfaces you'd have to cross to get outside the model.

In this illustration, a model with three concentric boxes (gray) is combined with a single-level box (green). The numbers in the illustration show the "depth" of each volume. So, if you set the custom range to `4-9999`, the output would only contain the dark-gray square in the center.

In this illustration, a single model has a two self-intersections, creating a nested space inside. Setting the custom range to `2-9999` would delete the light grey parts and leave the dark grey box. The Custom operation can be useful for removing the "outer layers" to get at these kinds of spaces inside.

## Detect

This mode passes through the first input geometry, but adds optional groups and/or attributes containing the intersecting polygons. This lets you create effects using the intersecting polygons.

## Resolve

This mode is used for internal testing and is probably not generally useful, except possibly as a quick tetrahedralize. It outputs the raw triangulated mesh from an intermediate step in the node’s algorithm, equivalent to the union of all polygons as surfaces. The polygons may have inconsistent orientations.

## Tips and notes

• In the parameters you specify whether an input is a "solid" or "surface" (zero-width). If you specify that an input is "solid", you need to make sure it’s a good solid.

• In general solids should be closed and airtight (but see below).

• Solids should have all normals pointing outward (consistent polygon winding directions). You can turn on display of normals in the viewport to check for inverted or double-layered polygons.

• Solids should not have non-manifold edges (that is, they should have no edges shared by more than two polygons, like a T junction).

If the node encounters non-manifold edges or inconsistent normals, it will do something with the geometry, but it might not be what you wanted (the problems can give the algorithm the wrong idea of what’s "inside" and "outside"). In these cases the node will show a warning explaining what created the ambiguity. You can read the warning in the node info window. The warning includes a group spec specifying the problem polygons.

• It is possible to use open surfaces as solids as long as this does not create logical contradictions. For example, no unshared edge of a mesh treated as solid can cross the interior of that or any other solid.

If you try to use an open surface as a solid and it creates inconsistencies, the node will highlight the problem boundary edges in red.

• You can turn off visualization guides when the node is active. Right-click in the viewport or click the Boolean icon on the left side of the operation toolbar (at the top of the viewer), and turn off visualization options in the menu.

• There are different ways to visualize connectivity after the boolean operation:

• Use the group list with the Select tool in the viewport to highlight disconnected parts as you move the mouse over them. This doesn’t require modifying the network.

• Use an Assemble node to give the polygons of each disconnected piece a common `name` attribute value, then use a Color node or color visualizer with the "Random color by attribute" option to color the polygons based on the `name` value:

• Use an Exploded View node to move the parts away from each other.

• You can connect two polygonal geometries to the node’s two inputs, or connect one input and operate on different groups using the Set A Group and Set B Group parameters.

If you connect only one input and leave Set A and Set B groups blank, the boolean operation applies to the model with itself. You can use this with Shatter to separate the model along its self-intersections. The other boolean operations are logically consistent (union and intersect pass everything through, subtract deletes everything) but not very useful.

• This node interpolates point/vertex attributes and copies primitive attributes.

• It’s usually not worth trying to align edges on the two models for aesthetic purposes. For example, trying to put a cutting plane exactly on the equator of a sphere. Due to tiny numeric precision errors, the two edges can look lined up even zoomed in but technically have a gap between them according to the computer. Boolean will automatically clean up tiny polygons created by this kind of mis-alignment.

• Red dots in the node’s visualization show problem areas, such as microscopically tiny polygons in the output.

• If you're doing highly complicated procedural booleans, for example with extremely fine details/differences between surfaces (as opposed to using booleans for visual modeling), it’s possible to get unintended results if you follow a boolean with another boolean, because can cause microscopic self-intersections in Boolean’s output.

You can try turning off Assume seam polygons are flat on the upstream Boolean node. If that doesn’t work, set Detriangulate to "Only unchanged polygons". These settings leave more triangles in the output but might fix the self-intersection.

Precision issues

Because of floating point precision issues, non-triangular polygons are almost always technically non-planar (unless they lie on an axis), so this node first triangulates the input geometry so it can reason with perfectly-flat polygons. Then at the end it "de-triangulates" the polygons it divided (unless you set Detriangulate to "No polygons").

This triangulation introduces a crease in the middle of what is for practical purposes a "flat" polygon, and even after de-triangulating the output, the polygon will an extra point where the crease was. This can be annoying to work with. So when Assume seam polygons are flat is on, the node removes the extra point as well.

The issue is that Boolean works internally at arbitrary precision, when it generates output it has to "snap" the points of the arbitrary precision geometry to the lower precision of hardware floating-point numbers. This might cause points that were separate at arbitrary precision to overlap at floating-point precision, creating incredibly tiny self-intersections. This is especially true when the node removes points on "practically flat" polygons because Assume seam polygons are flat is on.

## Parameters

Set A

Group

Use a subset of the first input as the "A" object.

Treat As

Whether to treat this geometry like the boundary of a solid object, or as a flat surface with no interior or exterior.

Remove self-intersections

Automatically fix the model if it has any crossing or overlapping surfaces. Some operations require non-intersecting geometry and so will ignore this setting and always resolve.

Set B

Group

Use a subset of the second input as the "B" object. If only one input is connected, this refers to a group from the first input instead. This lets you operate on two groups from the same geometry.

Treat As

Whether to treat this geometry like the boundary of a solid object, or as a flat surface with no interior or exterior.

Remove self-intersections

Automatically fix the model if it has any crossing or overlapping surfaces. Some operations require non-intersecting geometry and so will ignore this setting and always resolve.

Output geometry

Operation

How to combine/modify the inputs. See Operations above.

The following parameters appear when Operation is a boolean operation (Union, Intersect, Subtract, or Shatter).

Detriangulate

Internally, this node converts the input geometry to triangles. This controls whether to convert the triangulated geometry back to N-gons matching the originals for output.

All Polygons

Merge neighboring triangles originating from the same input polygon back together.

Only Unchanged Polygons

If an input polygon is cut as part of the operation, keep it as triangles. Otherwise put triangulated polygons back together.

No polygons

Output the triangulated geometry.

Assume seam polygons are flat

Most "flat" polygons are not technically flat because of floating-point precision issues. This ignores those kinds of differences when de-triangulating the output. The default (on) is fine in almost all cases, but you may want to turn this off if you are doing procedural booleans on geometry with extremely fine detail/separation between surfaces. Turning this off will result in more triangles in the output.

Unique Points Along Seams

Cut the output surface into separate polygons along the seams, with each polygon on either side of the seam having its own copy of each seam point. You can use this to prevent blending point attributes across seams in the output.

Even if you try very hard to align edges on the two models you are combining, tiny numeric precision errors can (and usually will) cause the edges to be microscopically mis-aligned, creating extra edges in the output. When this option is on, the node intelligently fuses these tiny edges away. You should not turn this off unless you really know that you want microscopically thin polygons for some reason.

Edge length threshold

When Collapse tiny seam-adjacent edges is on, edges this length or smaller are automatically fused in the output.

The following parameters appear when Operation is "Custom".

A Depth Min/Max

Range of depths in A for the generated result. For example you can use range 1..1000 to cover the interior of A (1000 being just a large upper bound), or use -1000..0 to cover the exterior of A, or use 1..1 to cover the interior of A but excluding any regions that is multiple levels deep.

B Depth Min/Max

Similar to A depth but measured relative to B.

Output Pieces Matching

Specifies whether the range requirement for the generated pieces must conform to the given range for A, B, both, or exactly one of the two.

If toggled on, the generated solid pieces that share a wall, across which, for example, the A depth changes by one within the given range, are merged into a single solid result, as opposed to being generated as separate solids.

The following parameters appear when Operation is "Seam".

Generate A-A seams

Output polylines representing the seams where A intersects itself.

Generate B-B seams

Output polylines representing the seams where B intersects itself.

Generate A-B seams

Output polylines representing the seams where A intersects B.

The following parameters appear when Operation is "Detect".

AxA Polygons

Creates a group in the output containing polygons involved in self-intersections in A.

AxB Polygons

Creates a group in the output containing polygons from A that intersect B.

AxA List

Creates an attribute on A polygons containing an array of primitive numbers from A that intersect the polygon.

AxB List

Creates an attribute on A polygons containing an array of primitive numbers from B that intersect the polygon.

Output Primitive Groups

Turn on the checkbox next to a group to have the node create that group in the output geometry.

The node only creates these groups for the boolean operations (Union, Intersect, Subtract, Shatter, and Custom).

A inside B

Create a group containing polygons from A that are enclosed by B.

A outside B

Create a group containing polygons from A that are exterior to B.

B inside A

Create a group containing polygons from B that are enclosed by A.

B outside A

Create a group containing polygons from B that are exterior to A.

Output Edge Groups

Turn on the checkbox next to a group to have the node create that group in the output geometry.

The node does not output edge groups when Operation is "Detect" or "Resolve".

A-A seams

Create a group containing edges representing the seams where A intersects itself.

B-B seams

Create a group containing edges representing the seams where B intersects itself.

A-B seams

Create a group containing edges representing the seams where A intersects B.

# Geometry nodes

• Removes elements while trying to maintain the overall appearance.

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

• Creates agent primitives.

• Adds new clips to agent primitives.

• Defines how agents' animation clips should be played back.

• Creates geometry describing possible transitions between animation clips.

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

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

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

• Writes agent definition files to disk.

• Edits properties of agent primitives.

• Adds a new layer to agent primitives.

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

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

• Provides simple proxy geometry for an agent.

• Creates parent-child relationships between agents.

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

• Adds new transform groups to agent primitives.

• Extracts geometry from agent primitives.

• Extracts geometry from agent primitives for a Vellum simulation.

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

• Creates a geometry group for Alembic primitives.

• Modifies intrinsic properties of Alembic primitives.

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

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

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

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

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

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

• Adds or edits user defined attributes.

• Deletes point and primitive attributes.

• Allows simple VEX expressions to modify attributes.

• Fades a point attribute in and out over time.

• Interpolates attributes within primitives or based on explicit weights.

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

• Adds noise to attributes of the incoming geometry.

• Interactively paint point attributes, such as color or deformation mask values, directly on geometry.

• Promotes or demotes attributes from one geometry level to another.

• Generates random attribute values of various distributions.

• Fits an attribute’s values to a new range.

• Renames or deletes point and primitive attributes.

• Modifies point attributes based on differences between two models.

• Edits string attribute values.

• Copies, moves, or swaps the contents of attributes.

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

• Transfers attributes between two geometries based on UV proximity.

• Runs a VOP network to modify geometry attributes.

• Runs a VEX snippet to modify attribute values.

• Samples texture map information to a point attribute.

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

• Converts primitives for ODE and Bullet solvers.

• Computes lighting values within volume primitives

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

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

• Deletes primitives, points, edges or breakpoints.

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

• The start of a looping block.

• The start of a compile block.

• The end/output of a looping block.

• The end/output of a compile block.

• Supports Bone Deform by assigning capture weights to bones.

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

• Utility node that supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.

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

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

• Creates default geometry for Bone objects.

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

• Fractures the input geometry using cutting surfaces.

• Creates a bounding box, sphere, or rectangle for the input geometry.

• Creates a cube or six-sided rectangular box.

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

• Records and caches its input geometry for faster playback.

• Closes open areas with flat or rounded coverings.

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

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

• Adjusts capture regions and capture weights.

• Lets you paint capture attributes directly onto geometry.

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

• Overrides the capture weights on individual points.

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

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

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

• Creates open or closed arcs, circles and ellipses.

• Transforms selected geometry into a circle.

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

• Helps clean up dirty models.

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

• Captures low-res simulated cloth.

• Deforms geometry captured by the Cloth Capture SOP.

• Creates a volume representation of source geometry.

• Fills a volume with a diffuse light.

• Applies a cloud like noise to a Fog volume.

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

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

• Creates geometry and VDB volumes for use with DOPs collisions.

• Adds color attributes to geometry.

• Adjust surface point normals by painting.

• Creates lines between nearby pieces.

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

• Creates simple geometry for use as control shapes.

• Converts geometry from one geometry type to another.

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

• Converts the input geometry into line segments.

• Polygonizes metaball geometry.

• Generates the oriented surface of a tetrahedron mesh.

• Converts sparse volumes.

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

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

• Decomposes the input geometry into approximate convex segments.

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

• Copies geometry and applies transformations to the copies.

• Copies geometry in the first input onto curves of the second input.

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

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

• Deforms and animates a piece of geometry across a surface.

• Creates a surface around cross sections.

• Populates a crowd of agent primitives.

• Creates polygonal, NURBS, or Bezier curves.

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

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

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

• Imports scalar and vector fields from a DOP simulation.

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

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

• Runs a VEX snippet to deform geometry.

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

• Smooths out (or "relaxes") point deformations.

• Attempts to prevent collisions when deforming geometry.

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

• Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point.

• Measures distance between each point and a reference geometry.

• Measures distance of each point from a target.

• Divides, smooths, and triangulates polygons.

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

• Creates a curve based on user input in the viewport.

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

• Collapses edges and faces to their centerpoints.

• Sharpens edges by uniquing their points and recomputing point normals.

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

• Transforms selected edges so that all edges are of equal length.

• Flips the direction of polygon edges.

• Cuts geometry along edges using guiding curves.

• Straightens selected edges.

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

• Edits points, edges, or faces interactively.

• Closes, opens, or clamps end points.

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

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

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

• Export transform attributes to object nodes.

• Computes the centroid of each piece of the geometry.

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

• Extrudes geometry along a normal.

• Extrudes surface geometry into a volume.

• Creates a surface or density VDB for sourcing FLIP simulations.

• Controls the smoothness of faceting of a surface.

• Evolves polygonal curves as vortex filaments.

• Reads, writes, or caches geometry on disk.

• Writes and reads geometry sequences to disk.

• Reads and collates data from disk.

• Creates smooth bridging geometry between two curves or surfaces.

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

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

• Compresses the output of fluid simulations to decrease size on disk

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

• Uses a metaball to attract or repel points or springs.

• Creates jagged mountain-like divisions of the input geometry.

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

• Merges points.

• Geometry nodes live inside Geo objects and generate geometry.

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

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

• Assigns a unique integer attribute to non-touching components.

• Creates planar geometry.

• Blends the guides and skin of two grooms.

• Fetches groom data from grooming objects.

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

• Switches between all components of two groom streams.

• Unpacks the components of a groom from a packed groom.

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

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

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

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

• Expands or shrinks groups of Edges, Points, Primitives, or Vertices.

• Runs VEX expressions to modify group membership.

• Constructs groups for paths between elements.

• Sets group membership interactively by painting.

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

• Groups points and primitives by ranges.

• Renames groups according to patterns.

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

• Groups points and primitives by lasso.

• Creates a group that includes the boundaries of the specified attribute.

• Advects guide points through a velocity volume.

• Resolves collisions of guide curves with VDB signed distance fields.

• Deforms geometry with an animated skin and optionally guide curves.

• Allows intuitive manipulation of guide curves in the viewport.

• Creates standard primitive groups used by grooming tools.

• Quickly give hair guides some initial direction.

• Creates masking attributes for other grooming operations.

• Creates and prepares parting lines for use with hair generation.

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

• Constructs a coherent tangent space along a curve.

• Transfer hair guides between geometries.

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

• Clumps guide curves together.

• Generates hair on a surface or from points.

• Generates a velocity field based on stroke primitives.

• Generates an initial heightfield volume for use with terrain tools.

• Blurs a terrain height field or mask.

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

• Creates a copy of a height field or mask.

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

• Creates a cutout on a terrain based on geometry.

• Displaces a height field by another field.

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

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

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

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

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

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

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

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

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

• Composites together two height fields.

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

• Sets the border voxel policy on a height field volume.

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

• Creates a mask based some other geometry.

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

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

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

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

• Patches features from one heightfield to another.

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

• Projects 3D geometry into a height field.

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

• Remaps the values in a height field or mask layer.

• Changes the resolution of a height field.

• Scatters points across the surface of a height field.

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

• Creates stepped plains from slopes in the terrain.

• Stitches height field tiles back together.

• Splits a height field volume into rows and columns.

• Height field specific scales and offsets.

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

• Makes holes in surfaces.

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

• Instances Geometry on Points.

• 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.

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

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

• Builds an offset surface from geometry.

• Generates an isometric surface from an implicit function.

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

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

• Creates fractal geometry from the recursive application of simple rules.

• Deforms geometry based on how you reshape control geometry.

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

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

• Animates points using an MDD file.

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

• Aligns the input geometry to a specific axis.

• Resizes and recenters the geometry according to reference geometry.

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

• Assigns one or more materials to geometry.

• Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes.

• Merges geometry from its inputs.

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

• Creates metaballs and meta-superquadric surfaces.

• Duplicates and mirrors geometry across a mirror plane.

• Displaces points along their normals based on fractal noise.

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

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

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

• Computes surface normal attribute.

• Does nothing.

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

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

• Deforms input geometry based on ocean "spectrum" volumes.

• Generates particle-based foam

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

• Generates volumes containing information for simulating ocean waves.

• Instances individual waveforms onto input points and generated points.

• Executes an OpenCL kernel on geometry.

• Computes orientations (frames) along curves.

• Marks the output of a sub-network.

• Packs geometry into an embedded primitive.

• Packs points into a tiled grid of packed primitives.

• Editing Packed Disk Primitives.

• Editing Packed Primitives.

• Creates a color volume based on drawn curve

• Creates a fog volume based on drawn curve

• Creates an SDF volume based on drawn curve

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

• Creates a set of regular points filling a tank.

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

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

• Creates a planar polygonal patch.

• Fills in a 2d curve network with triangles.

• Deforms flat geometry into a pleat.

• Creates platonic solids of different types.

• Constructs an iso surface from its input points.

• Deforms geometry on an arbitrary connected point mesh.

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

• Jitters points in random directions.

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

• Generates a cloud of points around the input points.

• Splits points shared by multiple vertices, optionally only if the vertices differ in attribute values.

• Computes and manipulates velocities for points of a geometry.

• Merges points interactively.

• Creates set of regular points filling a volume.

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

• Creates offset polygonal geometry for planar polygonal graphs.

• Extrudes polygonal faces and edges.

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

• Breaks curves where an attribute crosses a threshold.

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

• Fills holes with polygonal patches.

• Creates coordinate frame attributes for points and vertices.

• Creates new polygons using existing points.

• Creates a smooth polygonal patch from primitives.

• Cleans up topology of polygon curves.

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

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

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

• Divides an existing polygon into multiple new polygons.

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

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

• Combine result of Pose-Space Deform with rest geometry.

• Packs geometry edits for pose-space deformation.

• Creates common attributes used by the Pose-Space Edit SOP.

• Edits primitive, primitive attributes, and profile curves.

• Extracts or manipulates profile curves.

• Creates profile curves on surfaces.

• Applies common post-processing effects to the results of Pyro solves.

• Runs a dynamic Pyro simulation.

• Creates points for sourcing pyro and smoke simulations.

• Pyro Source Spread solves for the spreading of flame across a point cloud.

• Runs a Python snippet to modify the incoming geometry.

• Runs a dynamic Bullet simulation.

• Combines fractured pieces or constraints into larger clusters.

• Packs and creates attributes describing rigid body objects.

• Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry.

• Creates attributes describing rigid body constraints.

• Creates rigid body constraint geometry from curves drawn in the viewport.

• Creates rigid body constraint geometry from interactively drawn lines in the viewport.

• Creates rigid body constraint geometry from a set of rules and conditions.

• Converts existing constraint prims into constraints with different anchor positions.

• Deforms geometry with simulated proxy geometry.

• Detects when connected faces have become separated.

• Merges RBD fractured geometry with the proxy geometry and pushes it out from the center to create an exploded view.

• Packs RBD fractured geometry, saves them to disk, and loads them back again.

• Creates additional detail on the interior surfaces of fractured geometry.

• Fractures the input geometry based on a material type.

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

• Paints values onto geometry or constraints using strokes.

• Unpacks an RBD setup into three outputs.

• Attaches RenderMan shaders to groups of faces.

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

• Projects one surface onto another.

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

• Scatters new guides, interpolating the properties of existing guides.

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

• Repacks geometry as an embedded primitive.

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

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

• Retimes the time-dependent input geometry.

• Reverses or cycles the vertex order of faces.

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

• Rewires vertices to different points specified by an attribute.

• Generates ripples by displacing points along the up direction specified.

• Generates ripples by displacing points along the up direction specified.

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

• Runs scripts when cooked.

• Lets you interactively reshape a surface by brushing.

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

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

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

• Builds a skin surface between any number of shape curves.

• Creates a sky filled with volumentric clouds

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

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

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

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

• Creates a simple tetrahedral mesh that covers a connected mesh.

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

• 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.

• Reorders points and primitives in different ways, including randomly.

• Creates a sphere or ovoid surface.

• Splits primitives or points into two streams.

• Spray paints random points onto a surface.

• A SOP node that sets the sprite display for points.

• Insets points on polygonal faces.

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

• Stretches two curves or surfaces to cover a smooth area.

• Low level tool for building interactive assets.

• Subdivides polygons into smoother, higher-resolution polygons.

• 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.

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

• Creates a surface by sweeping a cross section curve along a spine curve.

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

• Switches between two network branches based on an expression or geometry test.

• Sends input geometry to a TOP subnet and retrieves the output geometry.

• Reads a CSV file creating point per row.

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

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

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

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

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

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

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

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

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

• Performs variations of a Delaunay Tetrahedralization.

• Cooks the input at a different time.

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

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

• Creates a torus (doughnut) shaped surface.

• Traces curves from an image file.

• Creates trails behind points.

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

• Transforms the input geometry relative to a specific axis.

• Transforms the input geometry by a point attribute.

• Transforms input geometry according to transformation attributes on template geometry.

• Creates a triangular Bezier surface.

• Refines triangular meshes using various metrics.

• Connects points to form well-shaped triangles.

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

• Creates open or closed tubes, cones, or pyramids.

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

• Adjusts texture coordinates in the UV viewport by painting.

• Lets you interactively move UVs in the texture view.

• Creates flattened pieces in texture space from 3D geometry.

• Merges UVs.

• Packs UV islands efficiently into a limited area.

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

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

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

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

• Transforms UV texture coordinates on the source geometry.

• Separates UVs into reasonably flat, non-overlapping groups.

• Processes geometry using an external program.

• Unpacks packed primitives.

• Unpacks points from packed primitives.

• Creates one or more empty/uniform VDB volume primitives.

• Activates voxel regions of a VDB for further processing.

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

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

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

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

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

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

• Tests VDBs for Bad Values and Repairs.

• Cuts level set VDB volume primitives into multiple pieces.

• Build an LOD Pyramid from a VDB.

• Blends between source and target SDF VDBs.

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

• Deletes points inside of VDB Points primitives.

• Manipulates the Internal Groups of a VDB Points Primitive.

• Computes the steady-state air flow around VDB obstacles.

• Removes divergence from a Vector VDB.

• Fixes signed distance fields stored in VDB volume primitives.

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

• Reshapes signed distance fields in VDB volume primitives.

• Splits SDF VDBs into connected components.

• Smooths out the values in a VDB volume primitive.

• Smooths out SDF values in a VDB volume primitive.

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

• Merges three scalar VDB into one vector VDB.

• Splits a vector VDB primitive into three scalar VDB primitives.

• Replaces a VDB volume with geometry that visualizes its structure.

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

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

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

• Fills a VDB volume with adaptively-sized spheres.

• Configures geometry for Vellum Grain constraints.

• Configure constraints on geometry for the Vellum solvers.

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

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

• Packs Vellum geometry and constraints into a single geometry.

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

• Ties vellum points to a reference frame defined by moving geometry.

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

• Runs a dynamic Vellum simulation.

• Unpacks a Vellum simulation into two outputs.

• Verify that a bsdf conforms to the required interface.

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

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

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

• Creates a volume primitive.

• Computes analytic properties of volumes.

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

• Blurs the voxels of a volume.

• Bounds voxel data.

• Cuts polygonal objects using a signed distance field volume.

• Re-compresses Volume Primitives.

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

• Compute the Fast Fourier Transform of volumes.

• Feathers the edges of volumes.

• Flattens many volumes into one volume.

• Combines the scalar fields of volume primitives.

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

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

• Remaps a volume according to a ramp.

• Rasterizes into a volume.

• Samples point attributes into VDBs.

• Converts a curve into a volume.

• Converts fur or hair to a volume for rendering.

• Converts a point cloud into a volume.

• Converts a point cloud into a volume.

• Reduces the values of a volume into a single number.

• Resamples the voxels of a volume to a new resolution.

• Resizes the bounds of a volume without changing voxels.

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

• Extracts 2d slices from volumes.

• Splices overlapping volume primitives together.

• Stamps volumes instanced on points into a single target volume.

• Adaptively surfaces a volume hierarchy with a regular triangle mesh.

• Computes a trail of points through a velocity volume.

• Runs CVEX on a set of volume primitives.

• Computes a velocity volume.

• Generates a volume velocity field using curve tangents.

• Generates a velocity field within a surface geometry.

• Adjusts attributes for multi-volume visualization.

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

• Sets the voxels of a volume from point attributes.

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

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

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

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

• Computes generalized winding number of surface at query points.

• Morphs between curve shapes while maintaining curve length.

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

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

• Transfers the shape of one curve to another.

• Constructs polygonal tubes around polylines, creating renderable geometry.

• Assigns channel paths and/or pickscripts to geometry.