
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 parentchild 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 Bone 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 sixsided rectangular box.

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

COP2 Network
Imports 2d geometry from a Composite 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 indexpair capture attribute.

Capture Attribute Unpack
Converts a single indexpair capture attribute into perpoint 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 crosssections 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 lowres 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
Lowlevel machinery to cluster points based on their positions (or any vector attribute).

Cluster Points
Higherlevel 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 isosurface 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 bestfit 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 mountainlike divisions of the input
geometry.

Fur
Creates a set of hairlike 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 particlebased grain simulation.

Graph Color
Assigns a unique integer attribute to nontouching 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.

LSystem
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 metasuperquadric 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 particlebased 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 subnetwork.

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 usersupplied
rule.

Path Deform
Deforms geometry using the shape of a curve.

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 tubeshaped 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.

PoseSpace Deform
Interpolates between a set of poseshapes based on the value of a set of drivers.

PoseSpace Deform Combine
Combine result of PoseSpace Deform with rest geometry.

PoseSpace Edit
Packs geometry edits for posespace deformation.

PoseSpace Edit Configure
Creates common attributes used by the PoseSpace Edit SOP.

Primitive
Edits primitive, primitive attributes, and profile curves.

Profile
Extracts or manipulates profile curves.

Project
Creates profile curves on surfaces.

Pyro PostProcess
Applies common postprocessing 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.

RBD Deform Pieces
Deforms geometry with simulated proxy geometry.

RBD Disconnected Faces
Detects when connected faces have become separated.

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

RBD I/O
Packs RBD fractured geometry, saves them to disk, and loads them back again.

RBD Interior Detail
Creates additional detail on the interior surfaces of fractured geometry.

RBD Material Fracture
Fractures the input geometry based on a material type.

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

RBD Paint
Paints values onto geometry or constraints using strokes.

RBD Unpack
Unpacks an RBD setup into three outputs.

RMan Shader
Attaches RenderMan shaders to groups of faces.

ROP Geometry Output

Rails
Generates surfaces by stretching crosssections 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 "highquality" (nearly equilateral) triangles.

Repack
Repacks geometry as an embedded primitive.

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

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

Retime
Retimes the timedependent input geometry.

Reverse
Reverses or cycles the vertex order of faces.

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

Rewire Vertices
Rewires vertices to different points specified by an attribute.

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

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

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

Script
Runs scripts when cooked.

Sculpt
Lets you interactively reshape a surface by brushing.

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

Shape Diff
Computes the postdeform or predeform difference of two geometries with similar topologies.

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

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

Sky
Creates a sky filled with volumentric clouds

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

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 finiteelement 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, including randomly.

Sphere
Creates a sphere or ovoid surface.

Split
Splits primitives or points into two streams.

Spray Paint
Spray paints random points onto a surface.

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.

Subdivide
Subdivides polygons into smoother, higherresolution 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 a cross section curve along a spine curve.

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

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

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

Table Import
Reads a CSV file creating point per row.

Test Geometry: Crag
Creates a rock creature, which can be used as test geometry.

Test Geometry: Pig Head
Creates a pig head, which can be used as test geometry..

Test Geometry: Rubber Toy
Creates a rubber toy, which can be used as test geometry.

Test Geometry: Shader Ball
Creates a shader ball, which can be used to test shaders.

Test Geometry: Squab
Creates a squab, which can be used as test geometry.

Test Geometry: Template Body
Creates a template body, which can be used as test geometry.

Test Geometry: Template Head
Creates a template head, which can be used as test geometry.

Test Geometry: Tommy
Creates a soldier, which can be used as test geometry.

Test Simulation: Crowd Transition
Provides a simple crowd simulation for testing transitions between animation clips.

Test Simulation: Ragdoll
Provides a simple Bullet simulation for testing the behavior of a ragdoll.

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

Tetrahedralize
Performs variations of a Delaunay Tetrahedralization.

TimeShift
Cooks the input at a different time.

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

Topo Transfer
Nonrigidly deforms a surface to match the size and shape of a different surface.

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 wellshaped triangles.

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

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

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

UV Brush
Adjusts texture coordinates in the UV viewport by painting.

UV Edit
Lets you interactively move UVs in the texture view.

UV Flatten
Creates flattened pieces in texture space from 3D geometry.

UV Fuse
Merges UVs.

UV Layout
Packs UV islands efficiently into a limited area.

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

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

UV Quick Shade
Applies an image file as a textured shader to a surface.

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

UV Transform
Transforms UV texture coordinates on the source geometry.

UV Unwrap
Separates UVs into reasonably flat, nonoverlapping groups.

Unix
Processes geometry using an external program.

Unpack
Unpacks packed primitives.

Unpack Points
Unpacks points from packed primitives.

Unpack USD
Converts "packed USD" primitives into normal Houdini geometry.

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

VDB Activate
Activates voxel regions of a VDB for further processing.

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

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

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

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

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

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

VDB Diagnostics
Tests VDBs for Bad Values and Repairs.

VDB Fracture
Cuts level set VDB volume primitives into multiple pieces.

VDB LOD
Build an LOD Pyramid from a VDB.

VDB Morph SDF
Blends between source and target SDF VDBs.

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

VDB Points Delete
Deletes points inside of VDB Points primitives.

VDB Points Group
Manipulates the Internal Groups of a VDB Points Primitive.

VDB Potential Flow
Computes the steadystate air flow around VDB obstacles.

VDB Project NonDivergent
Removes divergence from a Vector VDB.

VDB Renormalize SDF
Fixes signed distance fields stored in VDB volume primitives.

VDB Resample
Resamples 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 adaptivelysized spheres.

Vellum Configure Grain
Configures geometry for Vellum Grain constraints.

Vellum Constraints
Configure constraints on geometry for the Vellum solvers.

Vellum Drape
Vellum solver setup to preroll fabric to drape over characters.

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

Vellum Pack
Packs Vellum geometry and constraints into a single geometry.

Vellum PostProcess
Applies common postprocessing effects to the result of Vellum solves.

Vellum Reference Frame
Ties vellum points to a reference frame defined by moving geometry.

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

Vellum Solver
Runs a dynamic Vellum simulation.

Vellum Unpack
Unpacks a Vellum simulation into two outputs.

Verify BSDF
Verify that a bsdf conforms to the required interface.

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

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 speeddefined 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
Recompresses Volume Primitives.

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

Volume FFT
Compute the Fast Fourier Transform of volumes.

Volume Feather
Feathers the edges of volumes.

Volume Merge
Flattens many volumes into one volume.

Volume Mix
Combines the scalar fields of volume primitives.

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

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

Volume Ramp
Remaps a volume according to a ramp.

Volume Rasterize
Rasterizes into a volume.

Volume Rasterize Attributes
Samples point attributes into VDBs.

Volume Rasterize Curve
Converts a curve into a volume.

Volume Rasterize Hair
Converts fur or hair to a volume for rendering.

Volume Rasterize Particles
Converts a point cloud into a volume.

Volume Rasterize Points
Converts a point cloud into a volume.

Volume Reduce
Reduces the values of a volume into a single number.

Volume Resample
Resamples the voxels of a volume to a new resolution.

Volume Resize
Resizes the bounds of a volume without changing voxels.

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

Volume Slice
Extracts 2d slices from volumes.

Volume Splice
Splices overlapping volume primitives together.

Volume Stamp
Stamps volumes instanced on points into a single target volume.

Volume Surface
Adaptively surfaces a volume hierarchy with a regular triangle mesh.

Volume Trail
Computes a trail of points through a velocity volume.

Volume VOP
Runs CVEX on a set of volume primitives.

Volume Velocity
Computes a velocity volume.

Volume Velocity from Curves
Generates a volume velocity field using curve tangents.

Volume Velocity from Surface
Generates a velocity field within a surface geometry.

Volume Visualization
Adjusts attributes for multivolume 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 volumes to be used as sources in a whitewater simulation.

Winding Number
Computes generalized winding number of surface at query points.

Wire Blend
Morphs between curve shapes while maintaining curve length.

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

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

Wire Transfer
Transfers the shape of one curve to another.

Wireframe
Constructs polygonal tubes around polylines, creating renderable geometry.

_heightfield_common

_vellum_common

glTF ROP output driver

posescope
Assigns channel paths and/or pickscripts to geometry.

standard_crowdsim_parms