Houdini 16.0 Nodes Geometry nodes

Particle Fluid Surface geometry node

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

On this page

Connect point geometry from a particle fluid simulation to this node’s first input. The node will generate a surface from the outermost points.

(You can surface any points, not just points from a particle fluid sim, as long as the points have a pscale attribute. This attribute specifies the virtual radius of each particle in Houdini units.)

Deleting surface area from inside other volumes/objects

You can optionally subtract geometry from the generated surface before it is converted to polygons. For example, you can prevent the node from generating polygons outside the fluid’s container object, or within objects the fluid is colliding with.

  1. Connect the volumes/geometry you want to subtract from the surface to this node’s second input ("Collision objects and volumes").

  2. In the parameter editor, click the Regions tab and turn on Subtract collision volumes.

Masking filters

You can apply filters such as smoothing to the surface using the controls on the Filtering tab.

To mask the effect of a filter with a fog volume:

  1. Connect the mask volume to this node’s third input ("Mask volumes").

  2. On the Filtering tab, turn on the filter using the checkbox to the left.

  3. Turn on the Mask checkbox to the right of the filter.

  4. In the mask controls below the filters, turn on Mask input.

    The field next to Mask input lets you specify a group within the input. If you leave it blank, this node will use all geometry in the input. Or you can specify a specific volume by name using group syntax, for example @name=mask.

Previewing part of the input

The Use bounding box parameter on the Regions tab lets you limit the surfacing to a subset of the input geometry. You can use this to get faster feedback by only surfacing a small "preview" area while you're tweaking parameters, and then

  1. Before you set up the bounding box, click the Surfacing tab and set Convert to to "Particles and Compressed Fluid Surface". This displays an approximation of the fluid, so moving the bounding box will be fast (the node won’t try to resurface every time you move the bounding box).

  2. Click the Regions tab, turn on Use bounding box.

  3. With the node still selected, press Enter in the viewer to show the node’s handles.

    Note

    The default values for the bounding box are very large (50×50×50). You might need to zoom out a long way in the viewer, or set the Size parameter under Use bounding box smaller, to see the handles.

  4. Use the bounding box handles to position and size the bounding box, or use the Size and Center parameters under Use bounding box, to frame a small subset of the total fluid.

  5. Click the Surfacing tab and set Convert to back to one of the surface-generating options ("Surface VDB", "Surface polygons", or "Surface polygon soup") to preview the generated surface within the bounding box.

When you want to see the effect of the current parameters on the entire input geometry, just turn off Use bounding box on the Regions tab.

Tips

  • If viewing the Compressed Fluid Surface you’ll see the fastest playback with Transfer Attributes, Subtract Collision Volumes, and Closed Boundaries turned off.

  • If the particle geometry coming into this node has been packed using the Fluid Compress or Pack Points nodes (as in a fluid simulation created from the shelf), the network will include a node reading the packed particles back from disk.

    In this case, make sure the File or File Cache reading the particles has Delay Load Geometry on. With this option, the node won’t actually read particles from disk until they're needed for surfacing. This can save load time if when you're clipping to a bounding box or only previewing the Compressed Fluid Surface points with Transfer Attributes disabled.

  • For very slow moving viscous fluids, the default surfacing settings can lead to some "flickering" in the resulting mesh. To minimize any flickering, try any of the following:

    • Turn off Reseed Particles on the FLIP Solver to avoid introducing new particles during the simulation.

    • If using the Average Position surfacing method, turn on Limit Refinement and leave the iterations at 0 or switch to the Spherical method. In either case you will probably need additional smoothing on the Filtering tab, using the Dilate, Smooth, and Erode parameters.

    • Disable adaptive polygon meshing by setting Adaptivity to 0. This setting will create a heavier mesh, but the mesh will be more consistent over time and avoid variations in the normals from changing polygonization.

  • If the source points are from a Fluid Compress node, this node will use the surface and vel VDBs to fill in missing depth and velocity data in deeper parts of the fluid.

Parameters

Surfacing

Method

The surfacing method used to create the initial VDB signed-distance field from the particles.

Average Position

Uses the VDB From Particle Fluid node to create a surface from the average position of the particles. This option creates a smoother initial surface and has options to create a smoother surface between nearby particles. It can be more expensive than the Spherical method however.

Spherical

Uses the VDB From Particles SOP to simply create sphere volumes around each particle and merge them to create the surface. This creates a very lumpy surface that will usually require smoothing, however it is faster than the "Average position". This may also be useful just to create an interesting-looking surface for non-realistic applications.

Particle Separation

The distance between two particles in the fluid simulation. This parameter should generally reference the same parameter on the FLIP Object of the fluid simulation that created the particles.

Voxel Scale

The voxel side length to use for the generated VDB volume. This is a scale on the Particle separation length. For example, if Particle separation is 0.1 and Voxel size is 0.5, the side length of the voxels of the output field will be 0.05.

Influence Scale

The maximum distance at which particles interact. Small increases can give smoother results but increase the cooking time and memory usage greatly. This is a scale on the Particle separation length. For example, if Particle separation is 0.1 and Influence radius is 3, particles will interact if they are within 0.6 units of each other.

Droplet Scale

The approximate desired distance between the particles and the generated surface. This is a scale on the Particle separation length, and must be smaller than the Influence scale. It becomes a scale on the pscale attribute value (instead of Particle separation length) if pscale is present.

Note

This accurately determines the radius of a droplet formed by an isolated particle since in absence of interactions from other particles, the desired distance between a particle and the generated surface is realized exactly in the form of a sphere (droplet) centered at the particle.

You can use the pscale attribute to locally manipulate the distance of the surface to particles (pulling it closer or pushing it away). The pscale value replaces Particle Separation as the scale by which this parameter is multiplied to calculate the indented distance of each particle from the surface of the fluid.

You must ensure the Droplet Scale times pscale value of all particles is smaller than Influence Radius times Particle Separation.

Limit Refinement Iterations

When the checkbox is on, the node will only refine the geometry the specified number of times. When off, the node uses as many iterations as it needs to achieve a certain quality. Set this parameter from 1 to 4 to trade speed for quality.

The number of iterations chosen by the node is always finite, and the time taken by each iteration drops quickly as the number increases. So, there is little benefit to setting an explicit limit beyond 3 or 4.

Union Compressed Fluid Surface

If the input fluid was compressed with the Fluid Compress SOP, use the compressed surface fluid VDB to fill in the deeper parts of the fluid below the particle detail.

Erosion Scale

When Union compressed fluid surface is on, this erodes the surface field to the compressed fluid’s particle bandwidth. If seams between the field and the particles are visible, you can decrease this value to remove them.

Output

Convert To

Specifies the output of the surfacing operation. The first three options are intended mostly for previews.

Particles

Outputs the input particles, unpacked and with any region filters applied. You can use this to get a sense of the extent of (uncompressed) particle fluids.

Particles and Compressed Fluid Surface

If the input fluid was compressed with the Fluid Compress SOP, this outputs the input particles (in in "Particles" above) and the eroded compressed fluid surface. You can use this to preview FLIP simulations, since you can get a sense of the particle surface detail and the compressed surface underneath.

Compressed Fluid Surface

If the input fluid was compressed with the Fluid Compress SOP, this outputs only the compressed surface. This field is the representation of the liquid within the FLIP Solver along with point velocities taken from the simulation. You can use this as a preview of the final surface.

If Transfer Attributes is disabled and the input to this node is a file with Delay Load Geometry enabled, then packed particles will never be loaded from disk with this option, making it useful as a quick preview.

Surface VDB

Outputs a raw VDB after surfacing and filtering, but without conversion to polygons. This can be useful if you need a fog volume for another operation.

Surface Polygons

Outputs the final surface as polygons.

Surface Polygon Soup

Outputs the final surface as a polygon soup.

Isovalue

Create the surface where the computed surface volume equals this value. The default (0) creates the surface at the boundary between "any volume" and "no volume". You can increase this value to expand the surface.

Adaptivity

How much tolerance to allow when generating the surface. Higher values given fewer, larger polygons with a less precise match. Lower values give a denser mesh with a more precise match.

Transfer Attributes

Copies the attributes in this list from the input points onto the generated surface.

Attribute Radius

For the attributes listed in Transfer attributes, this is the radius used for smoothing the sampled attribute values, as a multiplier on Particle Separation. Higher values will smooth out the attribute values more.

Attribute Samples

For the attributes listed in Transfer attributes, this is the number of points to sample when transferring particle attributes to the mesh. More samples give smoother attribute values, especially for velocities and motion blur if rendering with Geometry Velocity Blur.

Visualize

Choose "Velocity" or "Vorticity" to visualize the values as surface colors in the viewer.

Filtering

You will often need filtering to smooth the raw surface generated from particles, especially when the Method is "Spherical".

Filtering is often required to further smooth the raw surface generated from the particles, particularly when the surfacing Method is set to Spherical. Enabling the Dilate and Erode filters will blend together nearby particles, closing gaps in the surface, which can be further smoothed with the various Smooth operations. Setting Final Smooth to Gaussian will yield very smooth flat surfaces, for example in a tank before a splash. However, it may also blur out any fine detail in the splash area. To correct this problem enable the Mask parameter on Final Smoothing and create a smoothing mask in areas of low velocity and / or viscosity, so only the slow-moving, less turbulent parts of the liquid will be smoothed.

Dilate

Expand the surface outward by the specified number of voxels. This filter will apply only to masked areas if its Mask parameter is enabled.

Smooth

Smooth the surface using the specified filter for the number of iterations. This filter is applied after any dilation and will apply only to masked areas if its Mask parameter is enabled.

Erode

Reduce the surface inward by the specified number of voxels. This filter is applied after any smoothing and will apply only to masked areas if its Mask parameter is enabled.

Final Smooth

Smooth the surface again using the specified filter for the number of iterations. This filter is applied after any erosion and will apply only to masked areas if its Mask parameter is enabled.

Mask

See how to mask filters above.

Velocity Range

Generate a filter mask from the fluid velocity, where surface areas with velocity below the minimum speed get full filtering, while areas above the maximum speed get none.

Vorticity Range

Generate a filter mask from the fluid vorticity, where surface areas with vorticity below the minimum speed get full filtering, while areas above the maximum vorticity get none.

Collision Offset

Generate a filter mask within the specified world-space offset of any collision objects or volumes connected to the second input.

Mask Input

Use volumes in the geometry connected to this node’s third input ("Mask volumes") to mask the filters.

The field next to Mask input lets you specify a group within the input. If you leave it blank, this node will use all geometry in the input. Or you can specify a specific volume by name using group syntax, for example @name=mask.

Combine Operation

If you specify multiple mask fields (for example, turning on Velocity range and Vorticity range, or specifying multiple mask volumes in the Mask input field), the node uses this operation to combine them.

Mask Smooth

Smooth the combined filter mask before using it to mask any surface filtering. Note this parameter is for smoothing the mask volume. It is not about masking the smooth filter.

Limit Bandwidth

Restrict the mask to allow filtering only within the specified voxel bandwidth from the original raw surface generated from the particles.

Visualize Mask

Visualize the amount of masking as surface colors in the viewer.

The parameters above will be enabled if Visualize Mask is on, so it can be quicker to modify the masking parameters while visualized, but before being applied to any of the above filters with their Mask parameter.

Regions

The controls on this tab let you limit the surfacing to a bounding box, exclude surfacing inside geometry, and/or only surface the area visible to the camera.

Region Voxel Scale

This node represents the regions internally as VDB volumes, with a base resolution of Particle Separation multiplied by Voxel Scale. This is a multiplier on the scale of the voxels in the region volumes. Increasing the scale makes the regions faster to compute but makes clipping less precise. Lowering the scale is slower but more precise. Do not decrease this value below 1.

Collisions

Subtract Collision Volumes

When this option is enabled, the node does not generate surface inside geometry or volumes from this node’s second input ("Collision objects and volumes").

Collision Offset

Expand the subtracted area beyond the input geometry by this many Houdini units.

Bounding Box

Use Bounding Box

Only generate the surface inside a bounding box.

When this parameter is on, you can use the Handles tool in the viewer to size and position the bounding box.

Size

The size of the bounding box.

Center

The center of the bounding box.

Close Boundaries

Create walls at the boundaries of the box to enclose the surface. When this is off, the node simply clips the surface at the boundaries and leaves the surface open.

Flattening

These parameters are available when Use bounding box is on. They are useful for flattening the edges of a simulated fluid surface box, to make it easy to match the edges of the simulated fluid with a surrounding ocean surface. The flattening is smoothly tapered from full flattening at the edges inward to the Flatten distance from the edges.

Flatten Geometry

Flatten the edges of the surface to make it easy to match the edges of the simulated fluid with a surrounding ocean surface. This operation works best with a mesh that is already fairly close to flat. It can generate overlapping polygons if the fluid has splashes and waves at the boundaries. Turn on Rebuild SDF to help ensure smooth surfaces around the edges.

Rebuild SDF

Rebuild the VDB signed-distance field after flattening, which can remove artifacts from flattening splashes around the boundary and provide a smoother final mesh.

None

Do not rebuild the SDF.

Full Resolution

Use full resolution when converting back and forth between polygons and VDBs during flattening. This setting gives the most accurate results but can be very expensive with very high-resolution meshes.

Adaptive

Use the top-level Adaptivity parameter when converting back and forth between polygons and VDBs during flattening. This setting is less accurate than Full Resolution, but can be significantly less expensive in time and memory.

Output Flattened Attribute

Output a flattened point attribute on the polygonal geometry that indicates how far the point lies within the Flatten Distance to the boundary, normalized from zero to one. This attribute can be used to scale procedural displacement shading to apply only on the flattened part of the fluid.

Suppress Near Collisions

Do not flatten the fluid near any collision geometry or volumes (see Subtract collision volumes above). This option helps avoid flattening the bottom of a fluid when there is a collision object representing the bottom of the fluid domain, such as a riverbed.

Collision Bandwidth

The distance from any collision input at which to suppress flattening if Suppress Near Collisions is enabled, specified as multiples of the Particle Separation.

Plane

The plane across which to flatten.

Shape

The shape of the tapering from the edges. "Rectangle" gives you a dilating rectangle with corners, "Circle" gives you a dilating circle.

Water Level

The "resting" ocean level to flatten to at the edges.

Max Height

The surface is smoothly scaled down from this maximum height at Flatten distance from the edges, to the Water level at the edges.

Flatten Distance

The fluid will be flattened to this distance within the flattening region with a smooth falloff.

Pad Bounds

Extend the flattening plane this far outside the bounding box. This padding will affect both polygonal and volume outputs. For large scale extension of the mesh, use the Extrude Polygons option.

Extrude Polygons

Extrude the polygons at the edge of the mesh outwards to create a large plane with the liquid surface in the middle. This can be useful to generate a large, flat ocean surface with the simulated surface in the middle, and then apply ocean displacements to the entire thing. This is only available when Closed boundaries is off and Pad bounds is on.

Tip

If the resulting extruded geometry is not completely flat, increase the Pad Bounds.

None

Do not extrude.

Planar

Do a single extrusion along the plane. This method is faster but results in triangles along the diagonal directions.

Along Each Axis

Perform separate extrusions along each axis, which is more expensive but results in quads along the diagonal directions.

Extrude Distance

The distance to extrude the mesh boundary polygons in all horizontal directions.

Extrude Division

The number of polygonal divisions in the extruded geometry.

Camera

Camera

Clip the fluid surface to the specified camera’s frustum.

If the points are from a packed geometry and the node loading the points has Delay load geometry turned on, only the visible particles will be loaded from disk.

Z Near

The distance from the camera to start the clip region.

Z Far

The distance from the camera to stop the clip region.

Use Camera’s Window

If set, use the camera’s window scale, offset, and crop parameters in addition to the following Window X/Y settings.

Window X/Y

The min/max portions of the camera’s view to fill with the clip region. This allows you to add padding to ensure good boundary conditions or focus into a key area of the scene.

Close Boundaries

Create closed walls at the boundaries of the frustum. Otherwise the surface will be clipped at the boundaries.

Inputs

Particles and Volumes

Particle geometry for surface generation and optional volumes.

Collision Objects and Volumes

Geometry and SDF volumes to subtract from the fluid surface.

Mask Volumes

Fog volumes to be used as a mask to surface filtering.

See also

Geometry nodes

  • 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 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 and swaps entire 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.

  • 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.

  • 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.

  • ForEach

    Repeatedly applies a set of SOPs to the input geometry.

  • 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.

  • Group

    Generates groups of points, primitives, or edges 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 Collide With VDB

    Resolves collisions of guide curves with VDB signed distance fields.

  • Guide Deform

    Deforms guides with an animated skin.

  • 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 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.

  • 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 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.

  • 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.

  • Layer

    Lets you maintain multiple layers of attributes.

  • 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.

  • 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

  • Muscle Rig Stroke Builder

    BETA: Helper node for creating muscle strokes.

  • 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.

  • 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.

  • POP Network

    Contains a Particle node network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Groom

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

  • 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 attempting to preserve its shape.

  • 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.

  • Round

    Generates round fillets of a specified radius between two surfaces.

  • 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

    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

  • Slide Modifier Paint

    Lets you paint the slide modifier and inflation modifier attributes onto geometry interactively.

  • 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 Fuse

    Merges UVs.

  • UV Layout

    Rewrites UVs by packing the UV islands into a specific 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 Unwrap

    Separates UVs into reasonably flat, non-overlapping groups.

  • Unix

    Processes geometry using an external program.

  • Unpack

    Unpacks packed primitives.

  • Unpack Groom

    Unpacks the components of a groom from a packed groom.

  • 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 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 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.