-
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 Definition Cache
Writes agent definition files to disk.
-
Agent Edit
Edits properties of agent primitives.
-
Agent Layer
Adds a new layer to agent primitives.
-
Agent Look At
Adjusts the head of an agent to look at a specific object or position.
-
Agent Prep
Adds various common point attributes to agents for use by other crowd nodes.
-
Agent Proxy
Provides simple proxy geometry for an agent.
-
Agent Relationship
Creates parent-child relationships between agents.
-
Agent Terrain Adaptation
Adapts agents' legs to conform to terrain and prevent the feet from sliding.
-
Agent Transform Group
Adds new transform groups to agent primitives.
-
Agent Unpack
Extracts geometry from agent primitives.
-
Agent Vellum Unpack
Extracts geometry from agent primitives for a Vellum simulation.
-
Alembic
Loads the geometry from an Alembic scene archive (.abc) file into a geometry network.
-
Alembic Group
Creates a geometry group for Alembic primitives.
-
Alembic Primitive
Modifies intrinsic properties of Alembic primitives.
-
Alembic ROP output driver
-
Align
Aligns a group of primitives to each other or to an auxiliary input.
-
Assemble
Cleans up a series of break operations and creates the resulting pieces.
-
Attribute Blur
Blurs out (or "relaxes") points in a mesh or a point cloud.
-
Attribute Cast
Changes the size/precision Houdini uses to store an attribute.
-
Attribute Composite
Composites vertex, point, primitive, and/or
detail attributes between two or more selections.
-
Attribute Copy
Copies attributes between groups of vertices,
points, or primitives.
-
Attribute Create
Adds or edits user defined attributes.
-
Attribute Delete
Deletes point and primitive attributes.
-
Attribute Expression
Allows simple VEX expressions to modify attributes.
-
Attribute Fade
Fades a point attribute in and out over time.
-
Attribute Interpolate
Interpolates attributes within primitives or based on explicit weights.
-
Attribute Mirror
Copies and flips attributes from one side of a plane to
another.
-
Attribute Noise
Adds noise to attributes of the incoming geometry.
-
Attribute Paint
Interactively paint point attributes, such as color or deformation mask values, directly on geometry.
-
Attribute Promote
Promotes or demotes attributes from one geometry level to another.
-
Attribute Randomize
Generates random attribute values of various distributions.
-
Attribute Remap
Fits an attribute’s values to a new range.
-
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 captures such as bend, twist, taper, and squash/stretch.
-
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
Utility node that supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.
-
Bone Capture Proximity
Supports Bone Deform by assigning capture weights to points based on distance to bones.
-
Bone Deform
Uses capture attributes created from bones to deform geometry according to their movement.
-
Bone Link
Creates default geometry for Bone objects.
-
Boolean
Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.
-
Boolean Fracture
Fractures the input geometry using cutting surfaces.
-
Bound
Creates a bounding box, sphere, or rectangle for the input geometry.
-
Box
Creates a cube or six-sided rectangular box.
-
Bulge
Deforms the points in the first input using one or more magnets
from the second input.
-
COP2 Network
-
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.
-
Circle from Edges
Transforms selected geometry into a circle.
-
Clay
Lets you deform NURBS faces and NURBS surfaces by pulling points that lie
directly on them.
-
Clean
Helps clean up dirty models.
-
Clip
Removes or groups geometry on one side of a plane,
or creases geometry along a plane.
-
Cloth Capture
Captures low-res simulated cloth.
-
Cloth Deform
Deforms geometry captured by the Cloth Capture SOP.
-
Cloud
Creates a volume representation of source geometry.
-
Cloud Light
Fills a volume with a diffuse light.
-
Cloud Noise
Applies a cloud like noise to a Fog volume.
-
Cluster
Low-level machinery to cluster points based on their positions (or any vector attribute).
-
Cluster Points
Higher-level node to cluster points based on their positions (or any vector attribute).
-
Collision Source
Creates geometry and VDB volumes for use with DOPs collisions.
-
Color
Adds color attributes to geometry.
-
Comb
Adjust surface point normals by painting.
-
Connect Adjacent Pieces
Creates lines between nearby pieces.
-
Connectivity
Creates an attribute with a unique value for each set of connected primitives or points.
-
Control
Creates simple geometry for use as control shapes.
-
Convert
Converts geometry from one geometry type to another.
-
Convert HeightField
Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.
-
Convert Line
Converts the input geometry into line segments.
-
Convert Meta
Polygonizes metaball geometry.
-
Convert Tets
Generates the oriented surface of a tetrahedron mesh.
-
Convert VDB
Converts sparse volumes.
-
Convert VDB Points
Converts a Point Cloud into a VDB Points Primitive, or vice versa.
-
Convert Volume
Converts the iso-surface of a volume into a polygonal surface.
-
Convex Decomposition
Decomposes the input geometry into approximate convex segments.
-
Copy Stamp
Creates multiple copies of the input geometry, or copies the geometry
onto the points of the second input.
-
Copy and Transform
Copies geometry and applies transformations to the copies.
-
Copy to Curves
Copies geometry in the first input onto curves of the second input.
-
Copy to Points
Copies 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.
-
Cross Section Surface
Creates a surface around cross sections.
-
Crowd Source
Populates a crowd of agent primitives.
-
Curve
Creates polygonal, NURBS, or Bezier curves.
-
Curveclay
Deforms a spline surface by reshaping a curve on the surface.
-
Curvesect
Finds the intersections (or points of minimum distance) between two
or more curves or faces.
-
DOP I/O
Imports fields from DOP simulations, saves them to disk, and loads
them back again.
-
DOP Import Fields
Imports scalar and vector fields from a DOP simulation.
-
DOP Import Records
Imports option and record data from DOP simulations into points with
point attributes.
-
DOP Network
-
Debris Source
Generates point emission sources for debris from separating fractured rigid body objects.
-
Deformation Wrangle
Runs a VEX snippet to deform geometry.
-
Delete
Deletes input geometry by group, entity number, bounding volume,
primitive/point/edge normals, and/or degeneracy.
-
DeltaMush
Smooths out (or "relaxes") point deformations.
-
Detangle
Attempts to prevent collisions when deforming geometry.
-
Dissolve
Deletes edges from the input polygonal geometry merging polygons with
shared edges.
-
Distance Along Geometry
Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point.
-
Distance from Geometry
Measures distance between each point and a reference geometry.
-
Distance from Target
Measures distance of each point from a target.
-
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 Equalize
Transforms selected edges so that all edges are of equal length.
-
Edge Flip
Flips the direction of polygon edges.
-
Edge Fracture
Cuts geometry along edges using guiding curves.
-
Edge Straighten
Straightens selected 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 or strings.
-
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.
-
Export Object Transforms
Export transform attributes to object nodes.
-
Extract Centroid
Computes the centroid of each piece of the geometry.
-
Extract Transform
Computes the best-fit transform between two pieces of geometry.
-
Extrude
Extrudes geometry along a normal.
-
Extrude Volume
Extrudes surface geometry into a volume.
-
FEM Visualization
-
FLIP Source
Creates a surface or density VDB for sourcing FLIP simulations.
-
Facet
Controls the smoothness of faceting of a surface.
-
Filament Advect
Evolves polygonal curves as vortex filaments.
-
File
Reads, writes, or caches geometry on disk.
-
File Cache
Writes and reads geometry sequences to disk.
-
File Merge
Reads and collates data from disk.
-
Fillet
Creates smooth bridging geometry between two curves or surfaces.
-
Filmbox FBX ROP output driver
-
Find Shortest Path
Finds the shortest paths from start points to end points, following the edges of a surface.
-
Fit
Fits a spline curve to points, or a spline surface to a mesh of points.
-
Fluid Compress
Compresses the output of fluid simulations to decrease size on disk
-
Font
Creates 3D text from Type 1, TrueType and OpenType fonts.
-
Force
Uses a metaball to attract or repel points or springs.
-
Fractal
Creates jagged mountain-like divisions of the input
geometry.
-
Fur
Creates a set of hair-like curves across a surface.
-
Fuse
Merges points.
-
Geometry nodes
Geometry nodes live inside Geo objects and generate geometry.
-
Glue Cluster
Adds strength to a glue constraint network according to cluster
values.
-
Grain Source
Generates particles to be used as sources in a particle-based grain simulation.
-
Graph Color
Assigns a unique integer attribute to non-touching components.
-
Grid
Creates planar geometry.
-
Groom Blend
Blends the guides and skin of two grooms.
-
Groom Fetch
Fetches groom data from grooming objects.
-
Groom Pack
Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk.
-
Groom Switch
Switches between all components of two groom streams.
-
Groom Unpack
Unpacks the components of a groom from a packed groom.
-
Group
Generates groups of points, primitives, edges, or vertices according to various criteria.
-
Group Combine
Combines point groups, primitive groups, or edge groups according to boolean operations.
-
Group Copy
Copies groups between two pieces of geometry,
based on point/primitive numbers.
-
Group Delete
Deletes groups of points, primitives, edges, or vertices according to patterns.
-
Group Expand
Expands or shrinks groups of Edges, Points, Primitives, or Vertices.
-
Group Expression
Runs VEX expressions to modify group membership.
-
Group Find Path
Constructs groups for paths between elements.
-
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.
-
Group by Lasso
Groups points and primitives by lasso.
-
Group from Attribute Boundary
Creates a group that includes the boundaries of the specified attribute.
-
Guide Advect
Advects guide points through a velocity volume.
-
Guide Collide With VDB
Resolves collisions of guide curves with VDB signed distance fields.
-
Guide Deform
Deforms geometry with an animated skin and optionally guide curves.
-
Guide Groom
Allows intuitive manipulation of guide curves in the viewport.
-
Guide Group
Creates standard primitive groups used by grooming tools.
-
Guide Initialize
Quickly give hair guides some initial direction.
-
Guide Mask
Creates masking attributes for other grooming operations.
-
Guide Partition
Creates and prepares parting lines for use with hair generation.
-
Guide Skin Attribute Lookup
Looks up skin geometry attributes under the root point of guide curves.
-
Guide Tangent Space
Constructs a coherent tangent space along a curve.
-
Guide Transfer
Transfer hair guides between geometries.
-
Hair Card Generate
Converts dense hair curves to a polygon card, keeping the style and shape of the groom.
-
Hair Clump
Clumps guide curves together.
-
Hair Generate
Generates hair on a surface or from points.
-
Hair Growth Field
Generates a velocity field based on stroke primitives.
-
HeightField
Generates an initial heightfield volume for use with terrain tools.
-
HeightField Blur
Blurs a terrain height field or mask.
-
HeightField Clip
Limits height values to a certain minimum and/or maximum.
-
HeightField Copy Layer
Creates a copy of a height field or mask.
-
HeightField Crop
Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field.
-
HeightField Cutout by Object
Creates a cutout on a terrain based on geometry.
-
HeightField Distort by Layer
Displaces a height field by another field.
-
HeightField Distort by Noise
Advects the input volume through a noise pattern to break up hard edges and add variety.
-
HeightField Draw Mask
Lets you draw shapes to create a mask for height field tools.
-
HeightField Erode
Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.
-
HeightField Erode Hydro
Simulates the erosion from one heightfield sliding over another for a short time.
-
HeightField Erode Precipitation
Distributes water along a heightfield. Offers controls for adjusting the intensity, variability, and location of rainfall.
-
HeightField Erode Thermal
Calculates the effect of thermal erosion on terrain for a short time.
-
HeightField File
Imports a 2D image map from a file or compositing node into a height field or mask.
-
HeightField Flow Field
Generates flow and flow direction layers according to the input height layer.
-
HeightField Isolate Layer
Copies another layer over the mask layer, and optionally flattens the height field.
-
HeightField Layer
Composites together two height fields.
-
HeightField Layer Clear
Sets all values in a heightfield layer to a fixed value.
-
HeightField Layer Property
Sets the border voxel policy on a height field volume.
-
HeightField Mask by Feature
Creates a mask based on different features of the height layer.
-
HeightField Mask by Object
Creates a mask based some other geometry.
-
HeightField Mask by Occlusion
Creates a mask where the input terrain is hollow/depressed, for example riverbeds and valleys.
-
HeightField Noise
Adds vertical noise to a height field, creating peaks and valleys.
-
HeightField Output
Exports height and/or mask layers to disk as an image.
-
HeightField Paint
Lets you paint values into a height or mask field using strokes.
-
HeightField Patch
Patches features from one heightfield to another.
-
HeightField Pattern
Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.
-
HeightField Project
Projects 3D geometry into a height field.
-
HeightField Quick Shade
Applies a material that lets you plug in textures for different layers.
-
HeightField Remap
Remaps the values in a height field or mask layer.
-
HeightField Resample
Changes the resolution of a height field.
-
HeightField Scatter
Scatters points across the surface of a height field.
-
HeightField 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 area, volume, or curvature of individual elements or larger pieces of a geometry 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.
-
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 Foam
Generates particle-based foam
-
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.
-
Orientation Along Curve
Computes orientations (frames) along curves.
-
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 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 Fluid Surface
Generates a surface around the particles from a particle fluid simulation.
-
Particle Fluid Tank
Creates a set of regular points filling a tank.
-
Partition
Places points and primitives into groups based on a user-supplied
rule.
-
Peak
Moves primitives, points, edges or breakpoints along their normals.
-
Planar Patch
Creates a planar polygonal patch.
-
Planar Patch from Curves
Fills in a 2d curve network with triangles.
-
Planar Pleat
Deforms flat geometry into a pleat.
-
Platonic Solids
Creates platonic solids of different types.
-
Point Cloud Iso
Constructs an iso surface from its input points.
-
Point Deform
Deforms geometry on an arbitrary connected point mesh.
-
Point Generate
Creates new points, optionally based on point positions in the input geometry.
-
Point Jitter
Jitters points in random directions.
-
Point Relax
Moves points with overlapping radii away from each other, optionally on a surface.
-
Point Replicate
Generates a cloud of points around the input points.
-
Point Split
Splits points shared by multiple vertices, optionally only if the vertices
differ in attribute values.
-
Point Velocity
Computes and manipulates velocities for points of a geometry.
-
Point Weld
Merges points interactively.
-
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.
-
PolyCut
Breaks curves where an attribute crosses a threshold.
-
PolyDoctor
Helps repair invalid polygonal geometry, such as for cloth simulation.
-
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.
-
PolyWire
Constructs polygonal tubes around polylines, creating
renderable geometry with smooth bends and intersections.
-
Pose-Space Deform
Interpolates between a set of pose-shapes based on the value of a set of drivers.
-
Pose-Space Deform Combine
Combine result of Pose-Space Deform with rest geometry.
-
Pose-Space Edit
Packs geometry edits for pose-space deformation.
-
Pose-Space Edit Configure
Creates common attributes used by the Pose-Space Edit SOP.
-
Primitive
Edits primitive, primitive attributes, and profile curves.
-
Profile
Extracts or manipulates profile curves.
-
Project
Creates profile curves on surfaces.
-
Pyro Post-Process
Applies common post-processing effects to the results of Pyro solves.
-
Pyro Solver
Runs a dynamic Pyro simulation.
-
Pyro Source
Creates points for sourcing pyro and smoke simulations.
-
Pyro Source Spread
Pyro Source Spread solves for the spreading of flame across a point cloud.
-
Python
Runs a Python snippet to modify the incoming geometry.
-
RBD Bullet Solver
Runs a dynamic Bullet simulation.
-
RBD Cluster
Combines fractured pieces or constraints into larger clusters.
-
RBD Configure
Packs and creates attributes describing rigid body objects.
-
RBD Connected Faces
Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry.
-
RBD Constraint Properties
Creates attributes describing rigid body constraints.
-
RBD Constraints From Curves
Creates rigid body constraint geometry from curves drawn in the viewport.
-
RBD Constraints From Lines
Creates rigid body constraint geometry from interactively drawn lines in the viewport.
-
RBD Constraints From Rules
Creates rigid body constraint geometry from a set of rules and conditions.
-
RBD Convert Constraints
Converts existing constraint prims into constraints with different anchor positions.
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RBD Deform Pieces
Deforms geometry with simulated proxy geometry.
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RBD Disconnected Faces
Detects when connected faces have become separated.
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RBD Exploded View
Merges RBD fractured geometry with the proxy geometry and pushes it out from the center to create an exploded view.
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RBD I/O
Packs RBD fractured geometry, saves them to disk, and loads them back again.
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RBD Interior Detail
Creates additional detail on the interior surfaces of fractured geometry.
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RBD Material Fracture
Fractures the input geometry based on a material type.
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RBD Pack
Packs RBD geometry, constraints, and proxy geometry into a single geometry.
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RBD Paint
Paints values onto geometry or constraints using strokes.
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RBD Unpack
Unpacks an RBD setup into three outputs.
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RMan Shader
Attaches RenderMan shaders to groups of faces.
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ROP Geometry Output
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Rails
Generates surfaces by stretching cross-sections between
two guide rails.
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Ray
Projects one surface onto another.
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Refine
Increases the number of points/CVs in a curve or surface
without changing its shape.
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Reguide
Scatters new guides, interpolating the properties of existing guides.
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Remesh
Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles.
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Repack
Repacks geometry as an embedded primitive.
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Resample
Resamples one or more curves or surfaces into even length segments.
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Rest Position
Sets the alignment of solid textures to the geometry so the
texture stays put on the surface as it deforms.
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Retime
Retimes the time-dependent input geometry.
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Reverse
Reverses or cycles the vertex order of faces.
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Revolve
Revolves a curve around a center axis to sweep out a surface.
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Rewire Vertices
Rewires vertices to different points specified by an attribute.
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Ripple
Generates ripples by displacing points along the up direction
specified.
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Ripple
Generates ripples by displacing points along the up direction
specified.
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Scatter
Scatters new points randomly across a surface or through a volume.
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Script
Runs scripts when cooked.
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Sculpt
Lets you interactively reshape a surface by brushing.
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Sequence Blend
Morphs though a sequence of 3D shapes, interpolating geometry and attributes.
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Shape Diff
Computes the post-deform or pre-deform difference of two geometries with similar topologies.
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Shrinkwrap
Computes the convex hull of the input geometry and moves its polygons inwards along their normals.
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Skin
Builds a skin surface between any number of shape curves.
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Sky
Creates a sky filled with volumentric clouds
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Smooth
Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.
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Soft Peak
Moves the selected point along its normal, with smooth rolloff to
surrounding points.
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Soft Transform
Moves the selected point, with smooth rolloff to surrounding points.
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Solid Conform
Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.
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Solid Embed
Creates a simple tetrahedral mesh that covers a connected mesh.
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Solid Fracture
Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.
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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.
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Sort
Reorders points and primitives in different ways, including randomly.
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Sphere
Creates a sphere or ovoid surface.
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Split
Splits primitives or points into two streams.
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Spray Paint
Spray paints random points onto a surface.
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Sprite
A SOP node that sets the sprite display for points.
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Starburst
Insets points on polygonal faces.
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Stash
Caches the input geometry in the node on command, and then uses it as the node’s output.
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Stitch
Stretches two curves or surfaces to cover a smooth area.
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Stroke
Low level tool for building interactive assets.
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Subdivide
Subdivides polygons into smoother, higher-resolution polygons.
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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.
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Super Quad
Generates an isoquadric surface.
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Surfsect
Trims or creates profile curves along the intersection lines
between NURBS or bezier surfaces.
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Sweep
Creates a surface by sweeping a cross section curve along a spine curve.
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Switch
Switches between network branches based on an expression
or keyframe animation.
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Switch-If
Switches between two network branches based on an expression or geometry test.
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TOP Geometry
Sends input geometry to a TOP subnet and retrieves the output geometry.
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Table Import
Reads a CSV file creating point per row.
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Test Geometry: Crag
Creates a rock creature, which can be used as test geometry.
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Test Geometry: Pig Head
Creates a pig head, which can be used as test geometry..
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Test Geometry: Rubber Toy
Creates a rubber toy, which can be used as test geometry.
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Test Geometry: Shader Ball
Creates a shader ball, which can be used to test shaders.
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Test Geometry: Squab
Creates a squab, which can be used as test geometry.
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Test Geometry: Tommy
Creates a soldier, which can be used as test geometry.
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Test Simulation: Crowd Transition
Provides a simple crowd simulation for testing transitions between animation clips.
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Test Simulation: Ragdoll
Provides a simple Bullet simulation for testing the behavior of a ragdoll.
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Tet Partition
Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh
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Tetrahedralize
Performs variations of a Delaunay Tetrahedralization.
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TimeShift
Cooks the input at a different time.
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Toon Shader Attributes
Sets attributes used by the Toon Color Shader and Toon Outline Shader.
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TopoBuild
Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
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Torus
Creates a torus (doughnut) shaped surface.
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Trace
Traces curves from an image file.
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Trail
Creates trails behind points.
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Transform
The Transform operation transforms the source geometry in "object space" using a transformation matrix.
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Transform Axis
Transforms the input geometry relative to a specific axis.
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Transform By Attribute
Transforms the input geometry by a point attribute.
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Transform Pieces
Transforms input geometry according to transformation attributes on template geometry.
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Tri Bezier
Creates a triangular Bezier surface.
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TriDivide
Refines triangular meshes using various metrics.
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Triangulate 2D
Connects points to form well-shaped triangles.
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Trim
Trims away parts of a spline surface defined by a profile curve
or untrims previous trims.
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Tube
Creates open or closed tubes, cones, or pyramids.
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UV Autoseam
Generates an edge group representing suggested seams for flattening a polygon model in UV space.
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UV Brush
Adjusts texture coordinates in the UV viewport by painting.
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UV Edit
Lets you interactively move UVs in the texture view.
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UV Flatten
Creates flattened pieces in texture space from 3D geometry.
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UV Fuse
Merges UVs.
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UV Layout
Packs UV islands efficiently into a limited area.
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UV Pelt
Relaxes UVs by pulling them out toward the edges of the texture area.
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UV Project
Assigns UVs by projecting them onto the surface from
a set direction.
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UV Quick Shade
Applies an image file as a textured shader to a surface.
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UV Texture
Assigns texture UV coordinates to geometry
for use in texture and bump mapping.
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UV Transform
Transforms UV texture coordinates on the source geometry.
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UV Unwrap
Separates UVs into reasonably flat, non-overlapping groups.
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Unix
Processes geometry using an external program.
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Unpack
Unpacks packed primitives.
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Unpack Points
Unpacks points from packed primitives.
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VDB
Creates one or more empty/uniform VDB volume primitives.
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VDB Activate
Activates voxel regions of a VDB for further processing.
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VDB Activate SDF
Expand or contract signed distance fields stored on VDB volume primitives.
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VDB Advect
Moves VDBs in the input geometry along a VDB velocity field.
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VDB Advect Points
Moves points in the input geometry along a VDB velocity field.
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VDB Analysis
Computes an analytic property of a VDB volumes, such as gradient or curvature.
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VDB Clip
Clips VDB volume primitives using a bounding box or another VDB as a mask.
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VDB Combine
Combines the values of two aligned VDB volumes in various ways.
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VDB Diagnostics
Tests VDBs for Bad Values and Repairs.
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VDB Fracture
Cuts level set VDB volume primitives into multiple pieces.
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VDB LOD
Build an LOD Pyramid from a VDB.
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VDB Morph SDF
Blends between source and target SDF VDBs.
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VDB Occlusion Mask
Create a mask of the voxels in shadow from a camera for VDB primitives.
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VDB Points Delete
Deletes points inside of VDB Points primitives.
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VDB Points Group
Manipulates the Internal Groups of a VDB Points Primitive.
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VDB Potential Flow
Computes the steady-state air flow around VDB obstacles.
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VDB Project Non-Divergent
Removes divergence from a Vector VDB.
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VDB Renormalize SDF
Fixes signed distance fields stored in VDB volume primitives.
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VDB Resample
Re-samples a VDB volume primitive into a new orientation and/or voxel size.
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VDB Reshape SDF
Reshapes signed distance fields in VDB volume primitives.
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VDB Segment by Connectivity
Splits SDF VDBs into connected components.
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VDB Smooth
Smooths out the values in a VDB volume primitive.
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VDB Smooth SDF
Smooths out SDF values in a VDB volume primitive.
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VDB Topology to SDF
Creates an SDF VDB based on the active set of another VDB.
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VDB Vector Merge
Merges three scalar VDB into one vector VDB.
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VDB Vector Split
Splits a vector VDB primitive into three scalar VDB primitives.
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VDB Visualize Tree
Replaces a VDB volume with geometry that visualizes its structure.
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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.
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VDB from Particles
Converts point clouds and/or point attributes into VDB volume primitives.
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VDB from Polygons
Converts polygonal surfaces and/or surface attributes into VDB volume primitives.
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VDB to Spheres
Fills a VDB volume with adaptively-sized spheres.
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Vellum Configure Grain
Configures geometry for Vellum Grain constraints.
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Vellum Constraints
Configure constraints on geometry for the Vellum solvers.
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Vellum Drape
Vellum solver setup to pre-roll fabric to drape over characters.
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Vellum I/O
Packs Vellum simulations, saves them to disk, and loads them back again.
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Vellum Pack
Packs Vellum geometry and constraints into a single geometry.
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Vellum Post-Process
Applies common post-processing effects to the result of Vellum solves.
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Vellum Reference Frame
Ties vellum points to a reference frame defined by moving geometry.
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Vellum Rest Blend
Blends the current rest values of constraints with a rest state calculated from external geometry.
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Vellum Solver
Runs a dynamic Vellum simulation.
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Vellum Unpack
Unpacks a Vellum simulation into two outputs.
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Verify BSDF
Verify that a bsdf conforms to the required interface.
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Vertex
Manually adds or edits attributes on vertices (rather than on points).
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Visibility
Shows/hides primitives in the 3D viewer and UV editor.
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Visualize
Lets you attach visualizations to different nodes in a geometry network.
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Volume
Creates a volume primitive.
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Volume Analysis
Computes analytic properties of volumes.
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Volume Arrival Time
Computes a speed-defined travel time from source points to voxels.
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Volume Blur
Blurs the voxels of a volume.
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Volume Bound
Bounds voxel data.
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Volume Break
Cuts polygonal objects using a signed distance field volume.
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Volume Compress
Re-compresses Volume Primitives.
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Volume Convolve 3×3×3
Convolves a volume by a 3×3×3 kernel.
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Volume FFT
Compute the Fast Fourier Transform of volumes.
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Volume Feather
Feathers the edges of volumes.
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Volume Merge
Flattens many volumes into one volume.
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Volume Mix
Combines the scalar fields of volume primitives.
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Volume Optical Flow
Translates the motion between two "image" volumes into displacement vectors.
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Volume Patch
Fill in a region of a volume with features from another volume.
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Volume Ramp
Remaps a volume according to a ramp.
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Volume Rasterize
Rasterizes into a volume.
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Volume Rasterize Attributes
Samples point attributes into VDBs.
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Volume Rasterize Curve
Converts a curve into a volume.
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Volume Rasterize Hair
Converts fur or hair to a volume for rendering.
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Volume Rasterize Particles
Converts a point cloud into a volume.
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Volume Rasterize Points
Converts a point cloud into a volume.
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Volume Reduce
Reduces the values of a volume into a single number.
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Volume Resample
Resamples the voxels of a volume to a new resolution.
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Volume Resize
Resizes the bounds of a volume without changing voxels.
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Volume SDF
Builds a Signed Distance Field from an isocontour of a volume.
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Volume Slice
Extracts 2d slices from volumes.
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Volume Splice
Splices overlapping volume primitives together.
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Volume Stamp
Stamps volumes instanced on points into a single target volume.
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Volume Surface
Adaptively surfaces a volume hierarchy with a regular triangle mesh.
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Volume Trail
Computes a trail of points through a velocity volume.
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Volume VOP
Runs CVEX on a set of volume primitives.
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Volume Velocity
Computes a velocity volume.
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Volume Velocity from Curves
Generates a volume velocity field using curve tangents.
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Volume Velocity from Surface
Generates a velocity field within a surface geometry.
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Volume Visualization
Adjusts attributes for multi-volume visualization.
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Volume Wrangle
Runs a VEX snippet to modify voxel values in a volume.
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Volume from Attribute
Sets the voxels of a volume from point attributes.
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Voronoi Fracture
Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points
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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.
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Voronoi Split
Cuts the geometry into small pieces according to a set of cuts
defined by polylines.
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Vortex Force Attributes
Creates the point attributes needed to create a Vortex Force DOP.
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Whitewater Source
Generates volumes to be used as sources in a whitewater simulation.
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Winding Number
Computes generalized winding number of surface at query points.
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Wire Blend
Morphs between curve shapes while maintaining curve length.
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Wire Capture
Captures surfaces to a wire,
allowing you to edit the wire to deform the surface.
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Wire Deform
Deforms geometry captured to a curve via the Wire Capture node.
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Wire Transfer
Transfers the shape of one curve to another.
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Wireframe
Constructs polygonal tubes around polylines, creating renderable geometry.
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_heightfield_common
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_vellum_common
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glTF ROP output driver
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posescope
Assigns channel paths and/or pickscripts to geometry.
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standard_crowdsim_parms