Houdini 16.5 Nodes Geometry nodes

Box geometry node

Creates a cube or six-sided rectangular box.

On this page

Tip

If you connect geometry to the Box SOP’s input, it will create a bounding box around the input geometry (this duplicates the functionality of the Bound node). You can also use this feature to create a cage for use with the Lattice node.

Placing a Box in the viewer

To...Do this

Place the box anywhere in the scene

  1. Click the Box tool on the Create tab.

  2. Move the cursor into the scene view.

    Note

    You can hold Alt to detach the box from the construction plane.

  3. Click to place the box anywhere in the scene view.

    If you press Enter without clicking, Houdini places the box at the origin.

Place the box at the origin

Press ⌃ Ctrl + on the Box tool on the shelf.

Note

The box can be moved once it is placed by either dragging it in the scene view or changing the values in the parameter editor.

For more information, see Box handles.

Parameters

Primitive Type

Type of geometry to create.

Polygon

Construct the box from size quadrilateral polygons.

Polygon mesh

Construct the box from a mesh of smaller polygons. Use the Axis divisions parameters to control the number of polygons the box is made out of.

Mesh

Creates a mesh primitive. A mesh primitive is a single primitive which has a natural UV mapping and which can’t be split apart, unlike the polygon mesh which is made up of individual polygons.

In most cases you will want to use Polygon mesh rather than Mesh.

NURBS

Construct the box from six NURBS surfaces. Use the Axis divisions parameters to control the number of CVs on the box.

Bezier

Construct the box from six Bezier patches.

Points

Create only the points without any geometry. If divisions are set, it creates the points in the same order as the Polygon mode. Otherwise, it creates the points in the same order as the Polygon mesh mode.

Connectivity

Available when Primitive type is not Polygon. Controls how to construct the box. The "triangles" and "quads" options are ignored when Primitive type is NURBS or Bezier.

The "row" and "column" options create lines (polylines or straight curves, depending on the Primitive type) instead of surfaces.

Rows

Creates horizontal lines.

Columns

Creates vertical lines.

Rows & Cols

Both Rows and Columns.

Triangles

Build each face of the box with triangles.

Quadrilaterals

Build each face of the box with four-sided quadrilaterals.

Alternating Triangles

Build the grid with alternating triangles. Each four sided quadrilateral is divided in half making two back to back triangles, with the dividing lines alternating in direction.

Reverse Triangles

Build the grid with reverse triangles. Each four sided quadrilateral is divided in half making two back to back triangles, with the dividing lines all facing the same direction.

Consolidate Corner Points

Welds the corner points of the faces of the box.

Size

Size of the box along xyz axes.

Center

Position of center of box.

Uniform Scale

Uniform scaling.

Axis Divisions

Number of divisions along each axis. Available when Primitive type is Polygon Mesh or Mesh.

Axis Orders

The order of the surface on each axis.

Divisions

Available when Primitive type is Polygon or Points. Creates a lattice for use with the Lattice deformer SOP or Spring SOP. Turn on the checkbox to create a lattice, and use the fields to control the number of points in each axis.

If you do not wish the interior points, use Axis Divisions and Polygon Mesh or Mesh modes.

Enforcement Bars

Available when Primitive type is Polygon and Divisions is on. Places diagonal lines between points in the lattice. This may be useful when you are using the lattice with the Spring SOP.

Oriented Bounding Box

Available when you connect geometry to the node’s input. Orients the bounding box to the axes of the input geometry instead of the world axes.

This algorithm is based on points and so requires primitives with vertex hulls. It will not work with, for example, a primitive sphere. To get the bounding box of a primitive sphere, first convert it to polygons.

Add Vertex Normals

Adds vertex normals to the box, so that it will have an explicit cusped appearance.

Inputs

Bounding source

If you connect geometry to this input, Box will create a bounding box for the input geometry. (Otherwise, it uses the parameters to control the size and position of the box.) Use the Oriented bounding box parameter to orient the bounding box to the input geometry instead of the world axes.

Examples

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.

The following examples include this node.

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.

DelayPosition Example for Delay channel node

This example demonstrates how to take the position of an object, and delay the animation using the Delay CHOP.

ExtractTransforms Example for Dynamics channel node

This example demonstrates the use of the Dynamics CHOP to pull transformation information out of a DOP simulation and apply it to Objects.

Export Example for Export channel node

This is an example of the Export CHOP. The Export CHOP is a convenient tool for exporting channels. It allows you to match a CHOP’s channels with different destination channels, without needing to rename the channels. This demonstrates a method to export channels from CHOPs to the ty parameter of a model.

GeometryMethods Example for Geometry channel node

This example demonstrates using the different methods of the Geometry CHOP - Animated and Static.

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.

ObjectBasic Example for Object channel node

This file demonstrates the Object CHOP.

The CHOP is used to bring in the channel information from a Object.

This data can then be manipulated within CHOPs and exported back into the Object, or even a different Operator.

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.

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.

ClothAttachedDynamic Example for Cloth Object dynamics node

This example shows a piece of cloth attached to a dynamics point on a rigid object.

AnchorPins Example for Constraint Network dynamics node

This example demonstrates how different anchor positions can affect pin constraints.

BreakingSprings Example for Constraint Network dynamics node

This example shows how to use a SOP Solver to break spring constraints in a constraint network that have stretched too far.

ControlledGlueBreaking Example for Constraint Network dynamics node

This example shows how to gradually remove glue bonds from a constraint network and control the crumbling of a building.

Hinges Example for Constraint Network dynamics node

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

SpringToGlue Example for Constraint Network dynamics node

This example shows how to create spring constraints between nearby objects, and then change those constraints to glue constraints during the simulation.

AutoFracturing Example for Copy Objects dynamics node

This example shows how to use the Copy Object DOP, in conjunction with a Multi Solver, to automatically break an RBD object in half whenever it impacts another object.

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.

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.

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.

FromRBD Example for Field Force dynamics node

This example demonstrates how to use another active RBD Object as the source for the Field Force DOP. Two balls bounce inside a cube, one of the balls is set to repel the other according to force values stored on its geometry.

SimpleField Example for Field Force dynamics node

This example demonstrates the use of the Field Force DOP. A group of RBD Objects are passed through a field which at first pulls the together, and then pulls them apart as they advance through the field.

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.

SpinningFlipCollision Example for FLIP Solver dynamics node

This scene shows how to create FLIP fluids based on the velocity of geometry by generating new particles from points scattered on the original geometry based on the velocity vectors. It also shows how to set up the original geometry to act as a collision object for the fluid.

VariableViscosity Example for FLIP Solver dynamics node

This example demonstrates interaction between three fluids of varying viscosity and a moving collision object.

FillGlass Example for Fluid Object dynamics node

Fills an RBD container with fluid that enters the simulation by being sourced from another RBD object.

RiverBed Example for Fluid Object dynamics node

A simple river bed has a fluid source and fluid sink set up so that liquid rushes down the river.

HotBox Example for Gas Calculate dynamics node

This example shows how to take any object with it’s volume representation and add it to the temperature field. You can change the temperature of the object in two ways: by adjusting the volume density value or by adjusting the Gas Calculate microsolver DOP’s source’s Pre-Multiply field.

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.

VolumeSource Example for Particle Fluid Emitter dynamics node

This example demonstrates the use of a volume emitter to fill a container with fluid. The volume of the inside of a tank is specified as volume emission geometry, and particles are emitted randomly at points inside of this geometry for a specified number of frames. This example uses an SPH fluid.

Particle fluid buoyancy

This example demonstrates how to couple the Particle Fluid with an RBD object so they both affect each other. The result is a buoyant sphere.

FluidGlass Example for Particle Fluid Solver dynamics node

This example demonstrates how to get a smooth fluid stream to pour into a glass.

PressureExample Example for Particle Fluid Solver dynamics node

This is a simple example demonstrating pressure-driven flow with no viscosity. This example also demonstrates the use of a constantly emitting source of particle fluid as well as how to surface the fluid using the Particle Fluid Surface SOP.

ViscousFlow Example for Particle Fluid Solver dynamics node

This example demonstrates highly viscous fluid flow using particle-based fluids. Fluids of this form could be used to simulate slowly-flowing fluids such as lava or mud.

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.

TargetSand Example for POP Grains dynamics node

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

VaryingGrainSize Example for POP Grains dynamics node

This example demonstrates interacting grain simulations of very different sizes.

DampedHinge Example for RBD Angular Spring Constraint dynamics node

This example shows how to use the RBD Angular Spring Constraint to create a damped hinge.

RagdollExample Example for Cone Twist Constraint dynamics node

This sample creates a simple ragdoll using the cone twist constraint between pieces of the ragdoll.

ShatterDebris Example for RBD Fractured Object dynamics node

This example demonstrates the how the shatter, RBD Fractured Object, and Debris shelf tools can be used to create debris emanating from fractured pieces of geometry.

First, the Shatter tool (from the Model tool shelf) is used on the glass to define the fractures. Then the RBD Fracture tool is used on the glass to create RBD objects out of the fractured pieces. Then the Debris tool is used on the RBD fractured objects to create debris.

StackedBricks Example for RBD Fractured Object dynamics node

This example shows how to create a large number of RBD objects from a single SOP. It also shows how a velocity point attribute can be used to set the initial motion for the objects.

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.

BreakingRock

This is an example of how to use the RBD Glue Object node to create an RBD object that automatically breaks apart on collision. It also demonstrates one technique for breaking a model into pieces appropriate for this sort of simulation.

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.

Pendulum Example for RBD Hinge Constraint dynamics node

This example shows how to use the RBD Hinge Constraint to create a hinge joint between an RBD Object and a world space position or other RBD object.

SimpleKeyActive Example for RBD Keyframe Active dynamics node

This example uses the RBD Keyframe Active node to switch from a keyframed animation to an RBD Solver, and back to keyframed animation. This same animation could be created using a Switch Solver or Blend Solver, but this approach is simpler if the only requirement is switching from keyframed to simulated motion for a few RBD Objects.

RBDInitialState Example for RBD Object dynamics node

This example demonstrates the use of the Initial State parameter of an RBD object.

GravitySlideExample Example for Slider Constraint dynamics node

This sample creates a box which can only slide and rotate on one axis, using the Slider Constraint.

PaddleWheel Example for RBD Solver dynamics node

This example combines a number of elements and features of RBD to create a simulation of a paddle wheel being hit by a large number of falling objects.

This example demonstrates features such as resolving penetrations, gluing simple objects together to create more complex objects, grouping of objects, and constraints.

ReferenceFrameForce Example for Reference Frame Force dynamics node

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

DelayedSmokeHandoff Example for Smoke Object dynamics node

This example shows a way to turn an RBD into smoke a certain number of frames after the RBD object has hit something.

SourceVorticlesAndCollision Example for Smoke Object dynamics node

This example demonstrates a simple smoke system using a source, keyframed RBD collision objects, and vorticles.

rbdsmokesource Example for Smoke Object dynamics node

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

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.

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.

extracttransform Example for Extract Transform object node

This example shows how to parent geometry to a moving piece of geometry that is defined by a prebaked .bgeo sequence.

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.

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.

AtmosphereShader

This example shows how to create an atmosphere shader with volumetric shadows. The atmosphere object has a vex lit fog shader attached to it, and the spotlight has deep shadows enabled. The objects in the scene have a matte shader attached to them.

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.

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.

LayerVariations Example for Agent Layer geometry node

This example demonstrates how to create several layers with different geometry variations and randomly assign those layers to agents.

AgentRelationshipBasic Example for Agent Relationship geometry node

This example demonstrates how to create a simple parent-child agent setup.

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.

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.

ClipVariations Example for Clip geometry node

This network compares the various ways in which the Clip SOP can be used with geometry. Depending on what parts of the clipped geometry we want to keep, different effects are achievable.

The Clip SOP can also be used as a grouping tool by specify group boundaries with clip planes.

Clip planes can be animated. Play the animation to view the results.

CopyCubes Example for Copy Stamp geometry node

This network shows the most basic example of how to use a particle system to copy geometry. A Copy SOP is used to reference a POP network (which included a Source and Drag POP) while copying a box object to every birthed particle.

Play the animation to see the result.

StampRandom Example for Copy Stamp geometry node

In this example, the Copy SOP is used to randomly copy various objects onto points of a given template geometry. We use the stamp capability of the Copy SOP for our purpose. Furthermore, the entire process is kept procedural so that we have the option of determining the type and the number of geometries to be copied and the kind of template to be used.

Inside the Stamp tab of the Copy SOP we create a variable named "switch" which will drive the input value of the Select Input parameter in the Switch SOP. In turn, the Copy SOP is able to copy at random any number of input geometry to template points.

CreaseBasic Example for Crease geometry node

This demonstration contains four different examples of applying the creaseweight attribute to polygonal geometry utilizing the Crease SOP, Vertex SOP, Attribute Create SOP, and Subdivide SOP.

It also points out some of the differences between rendering with Mantra vs. RenderMan. It is important to know that Mantra can not render the creases due to Copyright laws.

Note

Rendering creases with Mantra requires the addition of a Subdivision SOP for calculating the geometry. The Render tab’s Geometry parameter at the object level should be set to: Geometry As Is.

If Renderman is being used, the Subdivide SOP is only for previewing the result. Renderman calculates creases during the render. The Render tab’s Geometry parameter at the object level should be set to: Polygons as Subdivision Surfaces.

DissolveBox Example for Dissolve geometry node

This example shows how the Dissolve SOP is used to remove points, edges or primitives of a geometry. The Dissolve SOP automatically patches any holes remaining after the dissolution of various elements.

DuplicateBox

The Duplicate SOP, in this example, is used to create multiple iterations of a box geometry with each copy scaled and offset cumulatively. Expressions using copy number $CY may be used to control each iteration’s parameters.

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.

PathAnalysis Example for Find Shortest Path geometry node

This is an advanced example of how to use the FindShortestPath SOP to prefer "central" paths, based on centraily measures computed using FindShortestPath and AttribWrangle. This helps avoid staying too close to walls where avoidable.

Turn on the Display Option > Optimization > Culling > Remove Backfaces to see inside the space more easily. Try visualizing the different centrality measures using the switch node. The same example without considering the centrality of the path is demonstrated in a side branch of the SOP network, in order to see the difference.

cutup

This example shows how to use the foreach sop to intersect one object with each part of another object and merge the results together.

GroupCopyBox Example for Group Copy geometry node

This example demonstrates how to group geometry based on a group from another network.

TransferProximity Example for Group Transfer geometry node

This example demonstrates how to use the proximity of a group’s primitives to transfer the group to a new set of geometry using the Group Transfer SOP.

BallBounce Example for Lattice geometry node

This is an example of how a Lattice SOP is used to create a bouncing ball.

DeformLattice Example for Lattice geometry node

The Lattice SOP creates animated deformations by manipulating simpler geometry that encloses the source geometry.

This example shows how the Lattice SOP can use an animated Box SOP to deform the source geometry. In this case, the source geometry is a sphere.

LsystemBuilding Example for L-System geometry node

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

SimpleMDD

This example demonstrates how to use the MDD SOP and MDD File Writer ROP.

BoxNormals Example for Normal geometry node

This example uses the Normal SOP to show what point normals and vertex normals look like on 5 types of boxes and on extruded text.

ParticleCollisionBasic Example for Particle geometry node

This is a basic example of using the Particle SOP to birth particles at the SOP level, and having the particles collide with geometry.

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.

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.

PolybevelBox Example for PolyBevel geometry node

This example demonstrates how to bevel geometry using the Poly Bevel SOP.

PolyStitchBasicSmooth Example for PolyStitch geometry node

This example demonstrates how the Polystitch SOP can stitch together or refine seams between polygonal surfaces with incongruent U and V divisions. This is useful for smoothing and eliminating cracks at seams.

DoorWithPolkaDots Example for Scatter geometry node

This example demonstrates how you can use the Scatter SOP to scatter points that stay consistent through topology changes like remodelling the input geometry or breaking it. It does this by using the option to scatter in texture space.

SubdivideCrease Example for Subdivide geometry node

This example shows a couple ways that you can keep the creases on the top of a box while subdividing the bottom.

SurfsectBasic Example for Surfsect geometry node

This example demonstrates the use of the Surfsect SOP’s boolean operation.

First a box is used to subtract from a Sphere leaving 4 disks. Then the Sphere is used to subtract from the Box leaving just the corners.

ProjectionTypes Example for UV Project geometry node

This example demonstrates the various projection types supported by the uvproject SOP.

See also

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 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 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.

  • 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 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.

  • 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.

  • 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.

  • 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.

  • Delete Overlapping Polygons

    Removes polygons that overlap.

  • DeltaMush

    Smooths out (or "relaxes") point deformations.

  • 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 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.

  • Extrude

    Extrudes geometry along a normal.

  • Extrude Volume

    Extrudes surface geometry into a volume.

  • Facet

    Controls the smoothness of faceting of a surface.

  • 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

  • Fluid Source

    Creates one or multiple volumes out of geometry to be used in a fluid simulation

  • 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.

  • Geometry ROP output driver

  • 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.

  • 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 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

    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 File

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

  • 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 0.

  • 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 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 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.

  • 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.

  • 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.

  • 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.

  • Python

    Runs a Python snippet to modify the incoming geometry.

  • RMan Shader

    Attaches RenderMan shaders to groups of faces.

  • 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.

  • 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…

  • 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: 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.

  • Time Warp

    Retimes the input to a different time range.

  • TimeBlend

    Blends intraframe values for geometry.

  • 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.

  • Twist

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

  • 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

    Tries to pack 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 Points

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

  • VDB Advect SDF

    Moves SDF VDBs 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.

  • VEX SOP

    References a VEX program that can manipulate point attributes.

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

  • 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 Shape

    Transfers the shape of one curve to another.

  • Wireframe

    Constructs polygonal tubes around polylines, creating renderable geometry.