Houdini 16.5 Nodes Geometry nodes

Switch geometry node

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

On this page

This node passes the input specified in the Select input parameter to the output. The input numbering starts at 0. You can control the parameter with an expression or animate it.

For example, you could use the expression $F - 1 to switch to the first input at frame 1, the second input at frame 2, and so on. Use the expression ($F >= 5) to use the first input for the first four frames, and the second input afterward (boolean operators such as >= return 0 for false and 1 for true, so the switch will select input 0 when the expression is false and input 1 when the expression is true).

Tip

Often, you can use a Switch in a network that could potentially have errors to bypass the failing nodes. One way to do this is to use the following expression in the Select Input parameter:

if (strmatch("*Error:*", run("opinfo " + opfullpath("../" + opinput(".", 1)))), 0, 1)

With this expression, the switch will use the second input, unless it has an error, in which case it will switch to the first input.

The expression gets the operator info string (using run expression function to call the opinfo HScript command) of the second input (opinput(".", 1). The inputs are zero-based, so 1 refers to the second input). If strmatch finds an error string, the if function returns 0 (use first input), otherwise it returns 1 (use second input).

You can also use the following expression when working with SOPs that generate warnings instead of errors. For example, when an Object Merge is the second input to a switch which is not loading any geometry and generates a warning:

if (strmatch("*Warning:*", run("opinfo " + opfullpath("../" + opinput(".", 1)))), 0, 1)

Parameters

Select Input

The input number (starting at 0) to pass to the output. You can use an expression to control this or animate the parameter value.

Examples

The following examples include this node.

CopyAnimation Example for Copy channel node

This file demonstrates how the Copy CHOP can be used to copy channels and apply them to geometry.

CountImpacts Example for Count channel node

This example demonstrates how to count impacts from a DOPs simulation using the Count CHOP. Then, using the values from the Count CHOP, we generate copies of a teapot.

DynamicLights Example for Dynamics channel node

This example demonstrates how to use the Dynamics CHOP to extract impact data from a DOPs simulation, and then modify the data to control lights in the scene.

HoldLight Example for Hold channel node

This example uses the Hold CHOP in conjunction with the Dynamics CHOP to hold a light at the position of an impact from a DOPs simulation until a new impact occurs.

Lookup Example for Lookup channel node

This example demonstrates how to use the Lookup CHOP to play animation based on an event, or trigger.

Keyboard Example for MIDI Out channel node

This example demonstrates how to write MIDI data using the MIDI Out CHOP, and read it in using the MIDI In CHOP. The MIDI that is written out is based on geometry, and the MIDI that is read in is controlling other geometry.

NoiseTransform Example for Noise channel node

This example demonstrates using the Noise CHOP to generate animation and apply it to geometry.

AnimationSequence Example for Sequence channel node

This example demonstrates how to take the animation from three separate objects, and sequence their animation into one animation on a fourth object.

BridgeCollapse Example for Apply Relationship dynamics node

This example shows how to use the Apply Relationship DOP to propagate constraints automatically and create an RBD simulation of a collapsing bridge.

AnchorPins Example for Constraint Network dynamics node

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

AutoFracturing Example for Copy Objects dynamics node

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

Stadium Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a stadium setup

The setup creates a stadium crowd. The rotating cheer_bbox object is used as a bounding box for the agents. When they are inside it it will trigger a transition from a sitting to a cheering state. After a few seconds the cheering crowd sits back down by transitioning into a sitting state.

Note

The animation clips need to be baked out before playing the scene. This should happen automatically if example is created from Crowds shelf. Otherwise save scene file to a location of your choice and click Render on '/obj/bake_cycles' ropnet to write out the files. The default path for the files is ${HIP}/agents.

Tip

To only see a section of the crowd for quicker preview there’s a switch node in /obj/crowdsource/switch_all_subsection. When 0 it will show all agents, when set to 1 will only show a small section.

Street Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a street setup with two agent groups

The setup creates two groups of agents. The yellow agents are zombies which follow a path of the street. The blue agents are living pedestrians that wander around until they come into proximity of the zombies and then they swtich into a running state.

Triggers to change agent states are setup in the crowd_sim dopnet. The zombies group uses proximity to the stoplights and the color of the light to transition into a standing state when lights are red. The living group transition into a running state when they get close to the zombie agents.

Note

The animation clips need to be baked out before playing the scene. This should happen automatically if example is created from Crowds shelf. Otherwise save scene file to a location of your choice and click Render on '/obj/bake_cycles' ropnet to write out the files. The default path for the files is ${HIP}/agents.

DensityViscosity Example for FLIP Solver dynamics node

This example demonstrates two fluids with different densities and viscosities interacting with a solid object.

FlipColorMix Example for FLIP Solver dynamics node

This example demonstrates the use of the Flip Solver to mix the colors of a red fluid with a blue fluid to form a purple fluid.

TeapotUnderTension Example for Gas Surface Tension dynamics node

This example creates a teapot shaped blob of liquid. It then uses surface tension forces to smooth the blob into a sphere.

grass

This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.

EmittingObjects Example for RBD Packed Object dynamics node

This example shows how to use a SOP Solver to create new RBD objects and add them to an existing RBD Packed Object.

rbdsmokesource Example for Smoke Object dynamics node

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

DentingWithPops Example for SOP Solver dynamics node

This example combines a number of important DOPs concepts.

  • First, it uses both POP Solver and RBD Solver objects interacting with each other in a bidiretional manner. The RBD object affects the particles, and the particles affect the RBD object.

  • Second, the RBD object atually uses a multi-solver to combine an RBD Solver with a SOP Solver. The RBD Solver controls the motion of the overall object, while the SOP Solver performs the denting of the geometry.

  • Third, the SOP Solver extracts impact information from the RBD Solver to perform the denting. It extracts this information using DOP expression functions.

The end result is a simulation of a torus that is bombarded by a stream of particles. The particles bounce off the torus, and also cause the torus to move. In addition, each particle collision causes a slight denting of the torus.

VisualizeImpacts Example for SOP Solver dynamics node

An example that shows how you can visualize impact data in an RBD simulation by using a SOP Solver to add custom guide geometry to the RBD Objects.

This example has three toruses falling on a grid with green lines showing the position and magnitude of impacts. The force visualization is added as ancillary geometry data to the actual toruses, so the RBD Solver is entirely unaware of the effect. The SOP Solver could also be used as an independent SOP network to extract impact visualization from an RBD Object.

FractureExamples Example for Voronoi Fracture Solver dynamics node

This example actually includes eight examples of ways that you can use voronoi fracturing in Houdini. In particular, it shows how you can use the Voronoi Fracture Solver and the Voronoi Fracture Configure Object nodes in your fracture simulations. Turn on the display flags for these examples one at a time to play the animation and dive down into each example to examine the setup.

SimpleVortex Example for Vortex Force dynamics node

This example uses a few balls to visualize the force generated by a Vortex Force DOP.

RainbowGeometryLight

This example highlights several features:

  • Geometry area lights

  • Attenuation ramp controls

  • Surface model specular layers

The example consists of a geometry light based on a wireframe of nurbs curves. The attenuation on the light uses colored keys, allowing for different light colors to be produced at different distances from the light. The ground plane shader uses a surface model with two specular components - one wide component and another narrower glossy component to give a multi-layered appearance.

TransparentShadows Example for Light object node

This example shows how to configure transparent shadows with deep shadow maps. The scene includes a transparent grid which casts a shadow on the scene. The renderer used is micropolygon rendering.

AmbientOcclusion Example for Mantra render node

Ambient occlusion is a fast technique for producing soft, diffuse lighting in open spaces by using ray tracing. It is computed by determining how much of the hemisphere above a point is blocked by other surfaces in the scene, and producing a darker lighting value when the point is heavily occluded. This technique can be useful when you need a GI-like effect without paying the price for full global illumination.

With this particular example, an Ambient Occlusion light and some geometry is provided in the form of a Digital Asset. An Environment Light was used, and it’s parameters were promoted for easy access.

Decreasing the sample count allows you to improve render time at the expense of some additional noise in the render. The following render uses the same shader as the image above but decreases the samples from the default of 256 to 16. This value is set on the Sampling Quality under the Render Options tab of the Light.

Environment Maps

If you have a smooth environment map, it is possible to replace the global background color (white) with the value from an environment map. You can also enable the Sky Environment Map under the Sky Environment Map tab.

Volume Rendering - File Referenced Smoke Example for Mantra render node

Volume rendering is a rendering approach that allows high-quality, integrated rendering of volumetric effects like smoke, clouds, spray, and fire.

Volume rendering is suitable for rendering many types of volumetric effects. Scenes that are particularly suited to rendering with mantra volumes include:

  • Detailed "hero" clouds, smoke, or fire

  • Fields of instanced clouds, smoke, or fire

Scenes where volume rendering may not be quite so applicable include:

  • Scenes with a single uniform fog

In this particular example, a bgeo file (1 frame only) was exported from a fluid simulation of smoke and is now referenced using the File SOP. A material using VEX Volume Cloud is assigned to this volumetric data at the top level of the Volume Object. To see this scene in shaded mode, ensure that HOUDINI_OGL_ENABLE_SHADERS is set to 1 in the environment variables.

Controlling Quality/Performance

Volume rendering uses ray marching to step through volumes. Ray marching generates shading points in the volume by uniformly stepping along rays for each pixel in the image. There are two ways to change the quality and speed of the volume ray marching:

  1. The samples parameter on the Sampling tab of the mantra ROP. More pixel samples will produce more ray marches within that pixel leading to higher quality. Using more pixel samples will also improve antialiasing and motion blur quality for the volume.

  2. The volumesteprate parameter on the Sampling tab of the mantra ROP. A larger volume step rate will produce more samples in the volume interior, improving quality and decreasing performance. A separate shadow step rate can be used for shadows.

Which parameter you should change will depend on your quality requirements for pixel antialiasing. In general, it is better to decrease the volume step size rather than increase the pixel samples because a smaller volume step size will lead to more accurate renders.

This render uses 2×2 samples and volume step rate of 1. Notice the detail in the shadows.

This render uses the same scene with 4×4 samples and a volume step rate of 0.25. The fine detail in the shadow has been lost and the volume is somewhat more transparent. The quality level is approximately the same.

Down Hill Lava Flow Example for Material shader node

In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.

Note

Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.

AgentRelationshipBasic Example for Agent Relationship geometry node

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

CurveTexturing Example for Attribute Create geometry node

The AttribCreate SOP can be used to provide various object-specific attributes by allowing both a label and a value to be given to the newly created attribute.

In this example, the AttribCreate SOP is used to control the width of a curve at rendertime. There are two versions, chosen by a Switch SOP.

  • One AttribCreate SOP gives a constant width attribute in the X axis.

  • The other uses an expression to control the thickness of the curve to create a tapering effect.

The attribute is used by Mantra at render time. To see the results, right-click on the render icon in the viewport, and choose "render_example".

BoundingBox Example for Bound geometry node

This example demonstrates how to create a bounding box from geometry.

StampRandom Example for Copy Stamp geometry node

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

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

DeltaMushDemo Example for DeltaMush geometry node

This example demonstrates how the Delta Mush SOP is used to smooth out bone deformation.

LowHigh Example for Dop Import geometry node

This example shows how to create a low res - high res set up to support RBD objects. The two main methods are to reference copy the DOP Import SOP and feed in the high res geometry or to use point instancing with an Instance Object.

FacetVariations Example for Facet geometry node

This example shows the different ways to use the Facet SOP to let you control the smoothness or faceting of a given object. It also shows how you can consolidate points.

Press the right arrow key to show each example.

PathAnalysis Example for Find Shortest Path geometry node

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

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

ForEachMagnet

This example uses the ForEach SOP in all three modes (by group, by attribute and by iteration) for you to study and use. You can make any SOP that doesn’t support local variables (like Magnet, for example) behave like one that does using any of the three methods shown here.

FurBallWorkflow Example for Fur geometry node

This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.

MultiUV

This example demonstrates how to have multiple shading layers with different uv sets using the Layer SOP and the VEX Layered Surface SHOP.

MatchTopologySphere Example for Match Topology geometry node

This example demonstrates how the Match Topology SOP lines up the points and primitives between two geometries with equal amounts of points and primitives.

The Tracking Points, Reference Points, and Assume Primitives Match features are utilized to get a perfect match.

PolysoupTorus Example for PolySoup geometry node

This example demonstrates how to use the Polysoup SOP to convert a high-res polygonal object into a single primitive that requires less memory.

RayWrap Example for Ray geometry node

The Ray SOP projects one object over the surface contours of another.

It does so by calculating the collisions of the projected object’s normals with the surface geometry of the collided object.

In this example, a Grid is wrapped over the surface of a deformed Sphere using the Ray SOP.

A Facet SOP is used to correct the normals of the wrapped Grid after it is deformed over the surface.

BasicRest Example for Rest Position geometry node

The Rest Position SOP creates an attribute based on the surface normals that allows a shader to stick to a deforming surface.

All primitives support the rest attribute, but, in the case of quadric primitives (circle, tube, sphere and metaball primitives), the rest position is only translational. This means that rest normals will not work correctly for these primitive types either.

Use the Rest Position SOP only when you are deforming your geometry and you are assigning volumetric or solid materials/patterns in your shader.

Rest normals are required if feathering is used on polygons and meshes in Mantra. NURBs/Beziers will use the rest position to compute the correct resting normals.

It will be necessary to render the setup in order to see the effect.

DoorWithPolkaDots Example for Scatter geometry node

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

TransformFracturedPieces Example for Transform Pieces geometry node

This example demonstrates using the Transform Pieces SOP to transform high-resolution geometry from the results a DOPs rigid-body fracture simulation that used low-resolution geometry.

pscaleVOPSOP Example for Add Attribute VOP node

I attached a file that shows various ways to create the pscale attribute. It uses three key nodes: 1) Property POP to add pscale 2) Point SOP to add pscale 3) a VOP SOP to add pscale (that is tricked out to also do random offsets)

RampParameter Example for Parameter VOP node

This example shows how to control the particle colours using the temperature attributes from a pyro simulation using a Ramp Parameter VOP node.

RaytraceVopShader Example for Ray Trace VOP node

This example demonstrates a simple ray traced shader using a vop vex network. To modify the shader properties, create a properties shader in the material and connect it to the output shaders node. You can then add rendering parameters to the properties node. For example to control the number of reflection bounces, you would add the reflect limit parameter.

Geometry nodes

  • Adaptive Prune

    Removes elements while trying to maintain the overall appearance.

  • Add

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

  • Agent

    Creates agent primitives.

  • Agent Clip

    Adds new clips to agent primitives.

  • Agent Clip Properties

    Defines how agents' animation clips should be played back.

  • Agent Clip Transition Graph

    Creates geometry describing possible transitions between animation clips.

  • Agent Collision Layer

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

  • Agent Configure Joints

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

  • Agent Constraint Network

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

  • Agent Edit

    Edits properties of agent primitives.

  • Agent Layer

    Adds a new layer to agent primitives.

  • Agent Look At

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

  • Agent Look At

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

  • Agent Prep

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

  • Agent Prep

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

  • Agent Proxy

    Provides simple proxy geometry for an agent.

  • Agent Relationship

    Creates parent-child relationships between agents.

  • Agent Terrain Adaptation

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

  • Agent Transform Group

    Adds new transform groups to agent primitives.

  • Alembic

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

  • Alembic Group

    Creates a geometry group for Alembic primitives.

  • Alembic Primitive

    Modifies intrinsic properties of Alembic primitives.

  • Alembic ROP output driver

  • Align

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

  • Assemble

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

  • Attribute Blur

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

  • Attribute Cast

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

  • Attribute Composite

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

  • Attribute Copy

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

  • Attribute Create

    Adds or edits user defined attributes.

  • Attribute Delete

    Deletes point and primitive attributes.

  • Attribute Expression

    Allows simple VEX expressions to modify attributes.

  • Attribute Fade

    Fades a point attribute in and out over time.

  • Attribute Interpolate

    Interpolates attributes within primitives or based on explicit weights.

  • Attribute Mirror

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

  • Attribute Promote

    Promotes or demotes attributes from one geometry level to another.

  • Attribute Randomize

    Generates random attribute values of various distributions.

  • Attribute Rename

    Renames or deletes point and primitive attributes.

  • Attribute Reorient

    Modifies point attributes based on differences between two models.

  • Attribute String Edit

    Edits string attribute values.

  • Attribute Swap

    Copies, moves, or swaps the contents of attributes.

  • Attribute Transfer

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

  • Attribute Transfer By UV

    Transfers attributes between two geometries based on UV proximity.

  • Attribute VOP

    Runs a VOP network to modify geometry attributes.

  • Attribute Wrangle

    Runs a VEX snippet to modify attribute values.

  • Attribute from Map

    Samples texture map information to a point attribute.

  • Attribute from Volume

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

  • Bake ODE

    Converts primitives for ODE and Bullet solvers.

  • Bake Volume

    Computes lighting values within volume primitives

  • Basis

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

  • Bend

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

  • Blast

    Deletes primitives, points, edges or breakpoints.

  • Blend Shapes

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

  • Block Begin

    The start of a looping block.

  • Block Begin Compile

    The start of a compile block.

  • Block End

    The end/output of a looping block.

  • Block End Compile

    The end/output of a compile block.

  • Bone Capture

    Supports Bone Deform by assigning capture weights to bones.

  • Bone Capture Biharmonic

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

  • Bone Capture Lines

    Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.

  • Bone Capture Proximity

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

  • Bone Deform

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

  • Bone Link

    Creates default geometry for Bone objects.

  • Boolean

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

  • Bound

    Creates an axis-aligned bounding box or sphere for the input geometry.

  • Box

    Creates a cube or six-sided rectangular box.

  • Break

    Breaks the input geometry using the specified cutting shape.

  • Bulge

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

  • Cache

    Records and caches its input geometry for faster playback.

  • Cap

    Closes open areas with flat or rounded coverings.

  • Capture Attribute Pack

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

  • Capture Attribute Unpack

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

  • Capture Correct

    Adjusts capture regions and capture weights.

  • Capture Layer Paint

    Lets you paint capture attributes directly onto geometry.

  • Capture Mirror

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

  • Capture Override

    Overrides the capture weights on individual points.

  • Capture Region

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

  • Carve

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

  • Channel

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

  • Circle

    Creates open or closed arcs, circles and ellipses.

  • Clay

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

  • Clean

    Helps clean up dirty models.

  • Clip

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

  • Cloth Capture

    Captures low-res simulated cloth.

  • Cloth Deform

    Deforms geometry captured by the Cloth Capture SOP.

  • Cloud

    Creates a volume representation of source geometry.

  • Cloud Light

    Fills a volume with a diffuse light.

  • Cloud Noise

    Applies a cloud like noise to a Fog volume.

  • Cluster

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

  • Cluster Points

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

  • Collision Source

    Creates geometry and VDB volumes for use with DOPs collisions.

  • Color

    Adds color attributes to geometry.

  • Comb

    Adjust surface point normals by painting.

  • Connect Adjacent Pieces

    Creates lines between nearby pieces.

  • Connectivity

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

  • Control

    Creates simple geometry for use as control shapes.

  • Convert

    Converts geometry from one geometry type to another.

  • Convert HeightField

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

  • Convert Line

    Converts the input geometry into line segments.

  • Convert Meta

    Polygonizes metaball geometry.

  • Convert Tets

    Generates the oriented surface of a tetrahedron mesh.

  • Convert VDB

    Converts sparse volumes.

  • Convert VDB Points

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

  • Convert Volume

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

  • Copy Stamp

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

  • Copy and Transform

    Copies geometry and applies transformations to the copies.

  • Copy to Points

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

  • Crease

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

  • Creep

    Deforms and animates a piece of geometry across a surface.

  • Crowd Source

    Populates a crowd of agent primitives.

  • Crowd Source

    Creates crowd agents to be used with the crowd solver.

  • Curve

    Creates polygonal, NURBS, or Bezier curves.

  • Curveclay

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

  • Curvesect

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

  • DOP I/O

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

  • DOP Import Fields

    Imports scalar and vector fields from a DOP simulation.

  • DOP Import Records

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

  • DOP Network

  • Debris Source

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

  • Deformation Wrangle

    Runs a VEX snippet to deform geometry.

  • Delete

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

  • Delete Overlapping Polygons

    Removes polygons that overlap.

  • DeltaMush

    Smooths out (or "relaxes") point deformations.

  • Dissolve

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

  • Dissolve

    Deletes points, primitives, and edges from the input geometry and repairs any holes left behind.

  • Divide

    Divides, smooths, and triangulates polygons.

  • Dop Import

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

  • Draw Curve

    Creates a curve based on user input in the viewport.

  • Draw Guides

  • Each

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

  • Edge Collapse

    Collapses edges and faces to their centerpoints.

  • Edge Cusp

    Sharpens edges by uniquing their points and recomputing point normals.

  • Edge Divide

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

  • Edge Flip

    Flips the direction of polygon edges.

  • Edge Transport

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

  • Edit

    Edits points, edges, or faces interactively.

  • Ends

    Closes, opens, or clamps end points.

  • Enumerate

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

  • Error

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

  • Exploded View

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

  • Extrude

    Extrudes geometry along a normal.

  • Extrude Volume

    Extrudes surface geometry into a volume.

  • Facet

    Controls the smoothness of faceting of a surface.

  • Filament Advect

    Evolves polygonal curves as vortex filaments.

  • File

    Reads, writes, or caches geometry on disk.

  • File Cache

    Writes and reads geometry sequences to disk.

  • File Merge

    Reads and collates data from disk.

  • Fillet

    Creates smooth bridging geometry between two curves or surfaces.

  • Filmbox FBX ROP output driver

  • Find Shortest Path

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

  • Fit

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

  • Fluid Compress

    Compresses the output of fluid simulations to decrease size on disk

  • Fluid Source

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

  • Font

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

  • Force

    Uses a metaball to attract or repel points or springs.

  • Fractal

    Creates jagged mountain-like divisions of the input geometry.

  • Fur

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

  • Fuse

    Merges or splits (uniques) points.

  • Geometry ROP output driver

  • Glue Cluster

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

  • Grain Source

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

  • Grid

    Creates planar geometry.

  • Groom Blend

    Blends the guides and skin of two grooms.

  • Groom Fetch

    Fetches groom data from grooming objects.

  • Groom Pack

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

  • Groom Switch

    Switches between all components of two groom streams.

  • Groom Unpack

    Unpacks the components of a groom from a packed groom.

  • Group

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

  • Group Combine

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

  • Group Copy

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

  • Group Delete

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

  • Group Expression

    Runs VEX expressions to modify group membership.

  • Group Paint

    Sets group membership interactively by painting.

  • Group Promote

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

  • Group Range

    Groups points and primitives by ranges.

  • Group Rename

    Renames groups according to patterns.

  • Group Transfer

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

  • Guide Advect

    Advects guide points through a velocity volume.

  • Guide Collide With VDB

    Resolves collisions of guide curves with VDB signed distance fields.

  • Guide Deform

    Deforms geometry with an animated skin and optionally guide curves.

  • Guide Groom

    Allows intuitive manipulation of guide curves in the viewport.

  • Guide Group

    Creates standard primitive groups used by grooming tools.

  • Guide Initialize

    Quickly give hair guides some initial direction.

  • Guide Mask

    Creates masking attributes for other grooming operations.

  • Guide Partition

    Creates and prepares parting lines for use with hair generation.

  • Guide Skin Attribute Lookup

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

  • Guide Tangent Space

    Constructs a coherent tangent space along a curve.

  • Guide Transfer

    Transfer hair guides between geometries.

  • Hair Clump

    Clumps guide curves together.

  • Hair Generate

    Generates hair on a surface or from points.

  • Hair Growth Field

    Generates a velocity field based on stroke primitives.

  • HeightField

    Generates an initial heightfield volume for use with terrain tools.

  • HeightField Blur

    Blurs a terrain height field or mask.

  • HeightField Clip

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

  • HeightField Copy Layer

    Creates a copy of a height field or mask.

  • HeightField Crop

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

  • HeightField Distort

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

  • HeightField Draw Mask

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

  • HeightField Erode

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

  • HeightField File

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

  • HeightField Isolate Layer

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

  • HeightField Layer

    Composites together two height fields.

  • HeightField Layer Clear

    Sets all values in a heightfield layer to 0.

  • HeightField Layer Property

    Sets the border voxel policy on a height field volume.

  • HeightField Mask by Feature

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

  • HeightField Mask by Object

    Creates a mask based some other geometry.

  • HeightField Noise

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

  • HeightField Output

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

  • HeightField Paint

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

  • HeightField Patch

    Patches features from one heightfield to another.

  • HeightField Pattern

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

  • HeightField Project

    Projects 3D geometry into a height field.

  • HeightField Quick Shade

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

  • HeightField Remap

    Remaps the values in a height field or mask layer.

  • HeightField Resample

    Changes the resolution of a height field.

  • HeightField Scatter

    Scatters points across the surface of a height field.

  • HeightField Slump

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

  • HeightField Terrace

    Creates stepped plains from slopes in the terrain.

  • HeightField Tile Splice

    Stitches height field tiles back together.

  • HeightField Tile Split

    Splits a height field volume into rows and columns.

  • HeightField Transform

    Height field specific scales and offsets.

  • HeightField Visualize

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

  • Hole

    Makes holes in surfaces.

  • Inflate

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

  • Instance

    Instances Geometry on Points.

  • Intersection Analysis

    Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves.

  • Intersection Stitch

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

  • Invoke Compiled Block

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

  • IsoOffset

    Builds an offset surface from geometry.

  • IsoSurface

    Generates an isometric surface from an implicit function.

  • Join

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

  • Knife

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

  • L-System

    Creates fractal geometry from the recursive application of simple rules.

  • Lattice

    Deforms geometry based on how you reshape control geometry.

  • Lidar Import

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

  • Line

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

  • MDD

    Animates points using an MDD file.

  • Magnet

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

  • Match Axis

    Aligns the input geometry to a specific axis.

  • Match Size

    Resizes and recenters the geometry according to reference geometry.

  • Match Topology

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

  • Material

    Assigns one or more materials to geometry.

  • Measure

    Measures volume, area, and perimeter of polygons and puts the results in attributes.

  • Merge

    Merges geometry from its inputs.

  • MetaGroups

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

  • Metaball

    Creates metaballs and meta-superquadric surfaces.

  • Mirror

    Duplicates and mirrors geometry across a mirror plane.

  • Mountain

    Displaces points along their normals based on fractal noise.

  • Mountain

    Displaces points along their normals based on fractal noise.

  • Muscle Capture

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

  • Muscle Deform

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

  • Name

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

  • Normal

    Computes surface normal attribute.

  • Null

    Does nothing.

  • Object Merge

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

  • Object_musclerig@musclerigstrokebuilder

  • Object_riggedmuscle@musclestrokebuilder

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

  • Ocean Evaluate

    Deforms input geometry based on ocean "spectrum" volumes.

  • Ocean Evaluate

    Deforms input geometry based on ocean "spectrum" volumes.

  • Ocean Foam

    Generates particle-based foam

  • Ocean Source

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

  • Ocean Source

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

  • Ocean Spectrum

    Generates volumes containing information for simulating ocean waves.

  • Ocean Waves

    Instances individual waveforms onto input points and generated points.

  • OpenCL

    Executes an OpenCL kernel on geometry.

  • Output

    Marks the output of a sub-network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Points

    Packs points into a tiled grid of packed primitives.

  • Packed Disk Edit

    Editing Packed Disk Primitives.

  • Packed Edit

    Editing Packed Primitives.

  • Paint

    Lets you paint color or other attributes on geometry.

  • Paint Color Volume

    Creates a color volume based on drawn curve

  • Paint Fog Volume

    Creates a fog volume based on drawn curve

  • Paint SDF Volume

    Creates an SDF volume based on drawn curve

  • Particle

    Creates simple particle simulations without requiring an entire particle network.

  • Particle Fluid Surface

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

  • Particle Fluid Tank

    Creates a set of regular points filling a tank.

  • Partition

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

  • Peak

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

  • Platonic Solids

    Creates platonic solids of different types.

  • Point

    Manually adds or edits point attributes.

  • Point Cloud Iso

    Constructs an iso surface from its input points.

  • Point Deform

    Deforms geometry on an arbitrary connected point mesh.

  • Point Generate

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

  • Point Jitter

    Jitters points in random directions.

  • Point Relax

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

  • Point Replicate

    Generates a cloud of points around the input points.

  • Points from Volume

    Creates set of regular points filling a volume.

  • Poly Bridge

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

  • Poly Expand 2D

    Creates offset polygonal geometry for planar polygonal graphs.

  • Poly Extrude

    Extrudes polygonal faces and edges.

  • PolyBevel

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

  • PolyBevel

    Bevels points and edges.

  • PolyCut

    Breaks curves where an attribute crosses a threshold.

  • PolyDoctor

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

  • PolyExtrude

    Extrudes polygonal faces and edges.

  • PolyFill

    Fills holes with polygonal patches.

  • PolyFrame

    Creates coordinate frame attributes for points and vertices.

  • PolyLoft

    Creates new polygons using existing points.

  • PolyPatch

    Creates a smooth polygonal patch from primitives.

  • PolyPath

    Cleans up topology of polygon curves.

  • PolyReduce

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

  • PolySoup

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

  • PolySpline

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

  • PolySplit

    Divides an existing polygon into multiple new polygons.

  • PolySplit

    Divides an existing polygon into multiple new polygons.

  • PolyStitch

    Stitches polygonal surfaces together, attempting to remove cracks.

  • PolyWire

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

  • Pose Scope

    Assigns channel paths and/or pickscripts to geometry.

  • Primitive

    Edits primitive, primitive attributes, and profile curves.

  • Primitive Split

    Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.

  • Profile

    Extracts or manipulates profile curves.

  • Project

    Creates profile curves on surfaces.

  • Python

    Runs a Python snippet to modify the incoming geometry.

  • RMan Shader

    Attaches RenderMan shaders to groups of faces.

  • Rails

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

  • Ray

    Projects one surface onto another.

  • Refine

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

  • Reguide

    Scatters new guides, interpolating the properties of existing guides.

  • Remesh

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

  • Repack

    Repacks geometry as an embedded primitive.

  • Resample

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

  • Rest Position

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

  • Reverse

    Reverses or cycles the vertex order of faces.

  • Revolve

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

  • Rewire Vertices

    Rewires vertices to different points specified by an attribute.

  • Ripple

    Generates ripples by displacing points along the up direction specified.

  • Scatter

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

  • Script

    Runs scripts when cooked.

  • Sculpt

    Lets you interactively reshape a surface by brushing.

  • Sequence Blend

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

  • Sequence Blend

    Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…

  • Shrinkwrap

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

  • Shrinkwrap

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

  • Skin

    Builds a skin surface between any number of shape curves.

  • Sky

    Creates a sky filled with volumentric clouds

  • Smooth

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

  • Smooth

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

  • Soft Peak

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

  • Soft Transform

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

  • Solid Conform

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

  • Solid Embed

    Creates a simple tetrahedral mesh that covers a connected mesh.

  • Solid Fracture

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

  • Solver

    Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame.

  • Sort

    Reorders points and primitives in different ways.

  • Sphere

    Creates a sphere or ovoid surface.

  • Split

    Splits primitives or points into two streams.

  • Spray Paint

    Spray paints random points onto a surface.

  • Spring

    Simulates the behavior of points as if the edges connecting them were springs.

  • Sprite

    A SOP node that sets the sprite display for points.

  • Starburst

    Insets points on polygonal faces.

  • Stash

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

  • Stitch

    Stretches two curves or surfaces to cover a smooth area.

  • Stroke

    Low level tool for building interactive assets.

  • Stroke Cache

    Simplifies the building of tools that incrementally modify geometry based on strokes.

  • Subdivide

    Subdivides polygons into smoother, higher-resolution polygons.

  • Subnetwork

    The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor.

  • Super Quad

    Generates an isoquadric surface.

  • Surfsect

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

  • Sweep

    Creates a surface by sweeping cross-sections along a backbone curve.

  • Switch

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

  • Table Import

    Reads a CSV file creating point per row.

  • Test Geometry: Pig Head

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

  • Test Geometry: Rubber Toy

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

  • Test Geometry: Shader Ball

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

  • Test Geometry: Squab

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

  • Test Geometry: Tommy

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

  • Test Simulation: Crowd Transition

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

  • Test Simulation: Ragdoll

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

  • Tet Partition

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

  • Tetrahedralize

    Performs variations of a Delaunay Tetrahedralization.

  • Time Warp

    Retimes the input to a different time range.

  • TimeBlend

    Blends intraframe values for geometry.

  • TimeShift

    Cooks the input at a different time.

  • Toon Shader Attributes

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

  • TopoBuild

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

  • Torus

    Creates a torus (doughnut) shaped surface.

  • Trace

    Traces curves from an image file.

  • Trail

    Creates trails behind points.

  • Transform

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

  • Transform Axis

    Transforms the input geometry relative to a specific axis.

  • Transform By Attribute

    Transforms the input geometry by a point attribute.

  • Transform Pieces

    Transforms input geometry according to transformation attributes on template geometry.

  • Tri Bezier

    Creates a triangular Bezier surface.

  • TriDivide

    Refines triangular meshes using various metrics.

  • Triangulate 2D

    Connects points to form well-shaped triangles.

  • Trim

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

  • Tube

    Creates open or closed tubes, cones, or pyramids.

  • Twist

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

  • UV Brush

    Adjusts texture coordinates in the UV viewport by painting.

  • UV Edit

    Lets you interactively move UVs in the texture view.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Fuse

    Merges UVs.

  • UV Layout

    Tries to pack UV islands efficiently into a limited area.

  • UV Pelt

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

  • UV Project

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

  • UV Quick Shade

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

  • UV Texture

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

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Unwrap

    Separates UVs into reasonably flat, non-overlapping groups.

  • Unix

    Processes geometry using an external program.

  • Unpack

    Unpacks packed primitives.

  • Unpack Points

    Unpacks points from packed primitives.

  • VDB

    Creates one or more empty/uniform VDB volume primitives.

  • VDB Activate

    Activates voxel regions of a VDB for further processing.

  • VDB Activate SDF

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

  • VDB Advect Points

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

  • VDB Advect SDF

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

  • VDB Analysis

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

  • VDB Clip

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

  • VDB Combine

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

  • VDB Diagnostics

    Tests VDBs for Bad Values and Repairs.

  • VDB Fracture

    Cuts level set VDB volume primitives into multiple pieces.

  • VDB LOD

    Build an LOD Pyramid from a VDB.

  • VDB Morph SDF

    Blends between source and target SDF VDBs.

  • VDB Occlusion Mask

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

  • VDB Points Group

    Manipulates the Internal Groups of a VDB Points Primitive.

  • VDB Project Non-Divergent

    Removes divergence from a Vector VDB.

  • VDB Renormalize SDF

    Fixes signed distance fields stored in VDB volume primitives.

  • VDB Resample

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

  • VDB Reshape SDF

    Reshapes signed distance fields in VDB volume primitives.

  • VDB Segment by Connectivity

    Splits SDF VDBs into connected components.

  • VDB Smooth

    Smooths out the values in a VDB volume primitive.

  • VDB Smooth SDF

    Smooths out SDF values in a VDB volume primitive.

  • VDB Topology to SDF

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

  • VDB Vector Merge

    Merges three scalar VDB into one vector VDB.

  • VDB Vector Split

    Splits a vector VDB primitive into three scalar VDB primitives.

  • VDB Visualize Tree

    Replaces a VDB volume with geometry that visualizes its structure.

  • VDB from Particle Fluid

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

  • VDB from Particles

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

  • VDB from Polygons

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

  • VDB to Spheres

    Fills a VDB volume with adaptively-sized spheres.

  • VEX SOP

    References a VEX program that can manipulate point attributes.

  • Verify BSDF

    Verify that a bsdf conforms to the required interface.

  • Vertex

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

  • Vertex Split

    Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.

  • Visibility

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

  • Visualize

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

  • Volume

    Creates a volume primitive.

  • Volume Analysis

    Computes analytic properties of volumes.

  • Volume Arrival Time

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

  • Volume Blur

    Blurs the voxels of a volume.

  • Volume Bound

    Bounds voxel data.

  • Volume Break

    Cuts polygonal objects using a signed distance field volume.

  • Volume Compress

    Re-compresses Volume Primitives.

  • Volume Convolve 3×3×3

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

  • Volume FFT

    Compute the Fast Fourier Transform of volumes.

  • Volume Feather

    Feathers the edges of volumes.

  • Volume Merge

    Flattens many volumes into one volume.

  • Volume Mix

    Combines the scalar fields of volume primitives.

  • Volume Optical Flow

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

  • Volume Patch

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

  • Volume Ramp

    Remaps a volume according to a ramp.

  • Volume Rasterize

    Rasterizes into a volume.

  • Volume Rasterize Curve

    Converts a curve into a volume.

  • Volume Rasterize Hair

    Converts fur or hair to a volume for rendering.

  • Volume Rasterize Particles

    Converts a point cloud into a volume.

  • Volume Rasterize Points

    Converts a point cloud into a volume.

  • Volume Reduce

    Reduces the values of a volume into a single number.

  • Volume Resample

    Resamples the voxels of a volume to a new resolution.

  • Volume Resize

    Resizes the bounds of a volume without changing voxels.

  • Volume SDF

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

  • Volume Slice

    Extracts 2d slices from volumes.

  • Volume Splice

    Splices overlapping volume primitives together.

  • Volume Stamp

    Stamps volumes instanced on points into a single target volume.

  • Volume Surface

    Adaptively surfaces a volume hierarchy with a regular triangle mesh.

  • Volume Trail

    Computes a trail of points through a velocity volume.

  • Volume VOP

    Runs CVEX on a set of volume primitives.

  • Volume Velocity

    Computes a velocity volume.

  • Volume Velocity from Curves

    Generates a volume velocity field using curve tangents.

  • Volume Velocity from Surface

    Generates a velocity field within a surface geometry.

  • Volume Visualization

    Adjusts attributes for multi-volume visualization.

  • Volume Wrangle

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

  • Volume from Attribute

    Sets the voxels of a volume from point attributes.

  • Voronoi Fracture

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

  • Voronoi Fracture Points

    Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.

  • Voronoi Split

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

  • Vortex Force Attributes

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

  • Whitewater Source

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

  • Wire Blend

    Morphs between curve shapes while maintaining curve length.

  • Wire Capture

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

  • Wire Deform

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

  • Wire Transfer Shape

    Transfers the shape of one curve to another.

  • Wireframe

    Constructs polygonal tubes around polylines, creating renderable geometry.