Houdini 16.5 Nodes Geometry nodes

Tissue Solver object node

Collects muscles, anatomical bone models, and skin objects and places them into a single dynamics simulation.

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The Tissue Solver SOP combines muscle objects and anatomical bone models, envelopes them in a soft body tissue, and performs a physically based FEM simulation. Tissue and muscles are simulated bilaterally, meaning that tissue will affect muscles, and muscles will affect tissue. Anatomical bones are not affected by either tissue or muscles, however, tissue are muscles are affected by bones.

The Tissue Solver SOP is usually added to your network automatically when the Tissue System shelf tool is invoked. A tissue system is designed to collect muscles, franken muscles, skin, and bones, apply simulation properties, and ultimately feed all these components into the Tissue Solver SOP.

For viewport based tool interaction help see: Tissue System.

Parameters

Physical

These parameters control the simulation properties assigned to the tissue.

Tissue is simulated in Houdini as a hybrid solid soft body object. This means it is constructed with a solid interior as well as a polygonal skin surface layer. The skin layer is treated as a thin layer of solid matter near the surface with its own material characteristics independent from the rest of the solid material properties. Since the skin layer is constructed as a polygonal surface, effects like skin "wrinkling" are made possible.

Skin Layer

Shape Stiffness

This determines how strongly the skin polygons resist local deformation in directions tangent to the skin surface.

Bend Stiffness

This determines how strongly the skin polygons resist local deformation in directions normal to the skin surface.

Damping Ratio

This unitless parameter controls how quickly the skin polygons stop deforming.

Mass Density

This is the density of mass per volume for the skin polygons.

Thickness

This specifies the volume per surface area for the skin polygons.

Connective Tissue Layer

Shape Stiffness

This determines how strongly the solid tets resist local changes in shape.

Volume Stiffness

This determines how strongly the solid tets resist local changes in volume.

Damping Ratio

This unitless parameter controls how quickly the solid tets stop deforming.

Mass Density

This is the density of mass per volume for the solid tets.

Tissue

These parameters control how the tissue geometry is constructed, how it is animated, and how it handles collisions.

Solid Embedding

Once internalized, the input skin geometry is converted to a solid object for simulating.

Stashed Tissue

Once a tetrahedral mesh is constructed, it may be convenient to save a cached copy of the generated mesh to avoid having to recompute the geometry whenever this node is initialized.

Stash Tissue

This button will store an internal cached copy of the tetrahedralized tissue data. The solidification parameters are disabled when a stash exists.

Clear Stash

Delete the stashed data, and re-enable the solidification parameters.

Make Solid

These parameters control how to internalize the skin polygons as a solid tetrahedral mesh.

Base Size

If enabled, this option sets the size of the model in the input. This enables the modification of the model without changing the relative scale of the generated tets. If disabled, the base size of the model is determined automatically as the diameter. In this mode, the sizes of generated tets are independent of the global scale of the model. All sizing parameters below as scaled using the manually set or automatically computed base size.

Max Tet Scale

This parameter controls the maximum size of individual generated tets. This value is relative to the Base Size. The higher this parameter is set, the larger the tetrahedra on the interior of the tet mesh are allowed to be (less interior detail).

Min Triangle Scale

This parameter controls the minimum size of the triangles on the surface of the mesh. This value is relative to the Base Size. The higher this parameter is set, the larger the triangles on the tet mesh boundary will be (less surface detail).

Local Scaling

Selects the method to control sizes of tetrahedra on the surface of the resulting tetrahedralization. Interior tetrahedra are sized based on sizes interpolated from the surface.

Enlarge to Cover Input Mesh

Automatically increase the volume of the tetrahedral mesh to ensure all original points lie within the new volume.

Skin Animation

The Tissue Solver assumes that your character skin has been animated using the Bone Capture/Deform workflow. These parameters are used to adjust the relationship between your animated character skin and your simulated tissue.

Target Strength

The strength density of the distributed soft-constraint force that attracts the simulated tissue to the animated positions obtained from the skin.

Target Damping

The damping density applied to the Target Strength.

Override Skeleton Root Path

If enabled, the capture root path found on the skin detail attribute: pCaptSkelRoot will be replaced with the path specified below. Use this override in situations where the location of this Tissue Solver SOP relative to the deforming bones is different from that of the skin relative to the deforming bones.

Skeleton Root Path

This path is used to override the skeleton root path baked into the skin geometry. This path should point to the root location where the deforming bones can be found.

Collisions

These parameters affect collisions with respect to the tissue only.

Enable Tissue Collisions

Enables or disables all collisions with the tissue surface.

Enable Skin Self Collisions

Enables or disables collision detection of the tissue surface with itself. Disabling this feature in simulations where self-collisions are improbable will provide a efficiency boost to the calculations.

Collision Radius

The distance from the tissue surface at which collisions are detected.

Muscles

These parameters control how incoming muscles are handled.

Typically, muscles input into the Tissue Solver will be obtained directly from either Muscle or Franken Muscle assets. Muscles are then simulated along with the tissue and anatomical bones inside the Tissue Solver.

Note

Even though muscles and franken muscles have the ability to preview their dynamic properties using the built-in dynamics solver local to those assets, the Tissue Solver will do its own muscle simulation using the dynamics properties found on the muscle assets. The Tissue Solver will ignore the muscle preview dynamics.

However, if you are displaying both preview dynamics and tissue solver dynamics in the viewport at the same time, Houdini will need to run each simulation independently. It is advisable to turn off the display of muscles, or disable the dynamics preview whenever a Tissue Solver simulation is being run.

The Tissue Solver can also support muscle geometry coming from other sources without performing additional simulation on them. In this case, the incoming geometry is treated as deforming static geometry in the solver. This means that the dynamics interaction with these objects will be unilateral. Muscles will affect tissue, but tissue will not affect muscles.

Use Prebaked Muscles

Treat the incoming muscle geometry as deforming static geometry in the dynamics solver. When enabled, no additional simulation is performed on the muscles.

Enable Muscle Collisions

Enable or disable the detection of collisions with muscles.

Shape Stiffness Multiplier

Adjust the solid stiffness of the Shape of the muscle. Muscles and franken muscles have inherent shape stiffness. This parameter acts as a multiplier on the incoming values for the stiffness.

Volume Stiffness Multiplier

Adjust the solid stiffness of the Volume of the muscle. Muscles and franken muscles have inherent volume stiffness. This parameter acts as a multiplier on the incoming values for the stiffness.

Attachment Strength

Tissue is constrained to muscles using an attachment strength that can be controlled with the Tissue to Muscle Slack parameter.

Tissue to Muscle Slack

The amount of freedom that tissue has to move away from its constrained position relative to a muscle. Larger values mean that the tissue can distance itself more from a constraining muscle, while values closer to zero will strengthen the bond between muscles and tissue.

Prebaked Muscle Mass Density

When using Prebaked Muscles, this is the mass density value used in the calculations to compute the attachment strength.

Make Prebaked Muscles Solid

If the input muscle geometry is constructed of surface polygons only, then enabling this toggle will perform a Solid Embed operation ensuring the muscles are represented as tetrahedral meshes in the dynamics solver.

Prebaked Muscles Solid Embedding

These parameters control how incoming polygonal surfaces will be converted to tetrahedral solids.

Base Size

If enabled, this option sets the size of the model in the input. This enables the modification of the model without changing the relative scale of the generated tets. If disabled, the base size of the model is determined automatically as the diameter. In this mode, the sizes of generated tets are independent of the global scale of the model. All sizing parameters below as scaled using the manually set or automatically computed base size.

Max Tet Scale

This parameter controls the maximum size of individual generated tets. This value is relative to the Base Size. The higher this parameter is set, the larger the tetrahedra on the interior of the tet mesh are allowed to be (less interior detail).

Min Triangle Scale

This parameter controls the minimum size of the triangles on the surface of the mesh. This value is relative to the Base Size. The higher this parameter is set, the larger the triangles on the tet mesh boundary will be (less surface detail).

Local Scaling

Selects the method to control sizes of tetrahedra on the surface of the resulting tetrahedralization. Interior tetrahedra are sized based on sizes interpolated from the surface.

Enlarge to Cover Input Mesh

Automatically increase the volume of the tetrahedral mesh to ensure all original points lie within the new volume.

Bones

These parameters control how incoming anatomical bones are handled.

Anatomical Bones in the Houdini Muscle System refer to any geometry objects that are inserted into a tissue mass that do not exhibit muscle characteristics. While they are not entirely passive, during simulation, they will not be affected by any of the dynamic effects of the surrounding tissue or muscles. They are treated as deforming static geometry objects that produce collisions and they act as a constraint source that the tissue is attached to.

Solid Embedding

The incoming geometry can be either polygonal surfaces or tetrahedral solids, however, once internalized, the Tissue Solver will convert any polygonal surfaces to tetrahedral solids via a Solid Embed SOP.

Make Bones Solid

If the input anatomical bones geometry is already constructed of a tetrahedral mesh, then this toggle can be left OFF. Otherwise, activating this toggle will enable the solid embedding parameters below.

Base Size

If enabled, this option sets the size of the model in the input. This enables the modification of the model without changing the relative scale of the generated tets. If disabled, the base size of the model is determined automatically as the diameter. In this mode, the sizes of generated tets are independent of the global scale of the model. All sizing parameters below as scaled using the manually set or automatically computed base size.

Max Tet Scale

This parameter controls the maximum size of individual generated tets. This value is relative to the Base Size. The higher this parameter is set, the larger the tetrahedra on the interior of the tet mesh are allowed to be (less interior detail).

Min Triangle Scale

This parameter controls the minimum size of the triangles on the surface of the mesh. This value is relative to the Base Size. The higher this parameter is set, the larger the triangles on the tet mesh boundary will be (less surface detail).

Local Scaling

Selects the method to control sizes of tetrahedra on the surface of the resulting tetrahedralization. Interior tetrahedra are sized based on sizes interpolated from the surface.

Enlarge to Cover Input Mesh

Automatically increase the volume of the tetrahedral mesh to ensure all original points lie within the new volume.

Bone Animation

Incoming bone geometry can be animated either using the Bone Capture/Deform workflow or as an animated sequence of geometry objects with no inherent capture attributes.

Bone Animation from Capture Weights

If your anatomical bone geometry is animated with the Bone Capture/Deform workflow, then use this toggle to import the capture weighting from your bone geometry and apply it to the tetrahedralized solid representation of the model. When this toggle is OFF, the incoming geometry is used as a Point Deform control hull to deform the solid representation of your bone model.

Radius

The maximum distance (in Houdini units) away from each point to look for points in the deforming point cloud. A simple Elendt metaball weighting is then applied based on the relative distance.

Minimum Points

If fewer points than this are found, the search radius is increased to find at least this number of points. This will cause discontinuities in final mesh, but is often preferable to having points being orphaned.

Maximum Points

Provides an upper bound to the number of points that any particular point can be weighted by. Speeds up application and reduces memory use, but will create discontinuities if hit.

Collisions

These parameters affect collisions with respect to the anatomical bones only.

Enable Bone Collisions

Enables or disables all collisions with the bones.

Collision Detection

Use either a volume representation or a surface representation of the bones when attempting to detect collisions.

Note

It is advisable to use surface collisions in situations where anatomical bones are animated. Volume based collisions can create temporal discontinuities when bone geometry is deforming over time.

Collision Radius

The distance from the bones at which collisions are detected.

Tip

The Collision Radius can be visualized using the toggle found on the Guides tab of this node.

Division Size

Enabled when using volume based collisions. This parameter specifies the uniform division size of the voxel grid when building the volume representation of your bone geometry.

Attachment Strength

Tissue is constrained to bones using an attachment strength that can be controlled with the Tissue to Bone Slack parameter.

Tissue to Bone Slack

The amount of freedom that tissue has to move away from its constrained position relative to a bone. Larger values mean that the tissue can distance itself more from a constraining bone, while values closer to zero will strengthen the bond between bones and tissue.

Bone Mass Density

This parameter is the mass density used in the calculations to compute the attachment strength that tissue has with bones.

Collisions

These collision parameters apply to tissue collisions with external objects. These collisions are not to be confused with the "internal" collisions that occur between muscles and anatomical bones, or bones with the tissue interior, etc.

When enabled, external collisions will be detected by both tissue and muscles. Anatomical bone geometry will not respond to external collisions due to the way the bone animation is treated as hard-constrained motion, and not as motion caused by the dynamics simulation.

Use External Collider

Enabling this toggle will enable the parameters below to specify a collision source for the tissue.

Collider

This path specifies the SOP geometry that will collide with the simulation.

Primitive Group

Optional primitive group to use as a sub-set of the collider geometry.

Use Deforming Geometry

Use this toggle to optimize the collision detection if your external collision source does not move or change shape over time.

Collision Detection

Use either a volume representation or a surface representation of the external collider when attempting to detect collisions.

Note

It is advisable to use surface collisions in situations where the collider is animated. Volume based collisions can create temporal discontinuities when the collider is deforming over time.

Collision Radius

The distance from the collision source at which collisions are detected.

Simulation

These parameters control the general properties dynamics simulation.

Reset Simulation

Clears the simulation cache.

Start Frame

The initial frame of the simulation.

Substeps

The number of substeps the DOP simulation should perform every frame. Increasing the number of substeps will improve the accuracy of the dynamics simulation at an increased compute cost.

Tip

Simulations with rapidly moving objects may benefit from increased substeps.

Collision Passes

The maximum number of collision detection and resolution passes used in the solver.

Integrator Type

Selects the integrator type used by the solver. The ABE2 integrator retains more energy, producing a more lively response. While the BE1 integrator has a more constrained damping response. The look of the two integrator types will converge as you increase substeps.

Cache Simulation

Enables the simulation cache. For very large simulations, turning this option off is the best way to guarantee the smallest possible memory footprint.

Allow Caching To Disk

If the maximum size of the cache in memory is reached, the DOP Network can either delete old cache entries to make room for new entries, or old entries can be saved to disk. If this option is on, the old cache entries are saved to disk and will be reloaded from disk if needed. This mode will be slower than simply throwing away the old cache entries, but it ensures that the entire simulation history is always available regardless of the in-memory cache size.

Cache Memory (MB)

Specifies how much memory in megabytes can be consumed by the cache for this simulation. Once this limit is exceeded, old cache entries are either deleted or saved to disk to make more room, depending on the value of the Allow Caching To Disk parameter value above.

Gravity

The amount of gravity force to apply to a unit-massed object.

Tip

If your units are meters, seconds, and kilograms, -9.81 is a good value for Earth’s gravity. If your units are feet, seconds, and pounds, -32 is a good value for Earth’s gravity.

Output

The Output parameters allow you to tailor the output of the Tissue Solver by filtering the various geometry objects produced by the solver.

Solve

These parameters determine which of the input objects to include as part of the dynamics simulation. Disabling any of the items in this parameter block will cause the solver to disregard them completely.

Include Connective Tissue

Enables tissue in the simulation.

Include Muscles

Enables muscles in the simulation.

Include Bones

Enables the bones in the simulation.

Include Embedded Geometry

Enables the inclusion of a higher resolution skin geometry that will be embedded within, and deformed by the tissue.

Embedded Geometry

This path specifies the SOP node to include as embedded geometry.

Output

These parameters will allow you to filter out items after they have been solved. Any items enabled in this parameter block will be included in the output geometry from this Tissue Solver node.

Connective Tissue

Enabling this toggle will include the simulated tissue (tetrahedral mesh) in the output.

Solved Muscles

Enabling this toggle will include the simulated muscles (tetrahedral meshes) in the output.

Solved Bones

Enabling this toggle will include the bones (tetrahedral meshes) in the output as they were used by the solver.

Solved Surface Triangles

Enabling this toggle will include the surface triangles formed on the outer boundary of the tissue.

Embedded Geometry

Enabling this toggle will include the embedded geometry in the output.

Primitive Groups

These parameters allow a convenient location to create primitive groups from the items included in the output.

Connective Tissue

The primitive group name assigned to the output tissue tetrahedrons.

Muscles

The primitive group name assigned to the output muscle tetrahedrons.

Bones

The primitive group name assigned to the output bone tetrahedrons.

Surface Triangles

The primitive group name assigned to the output surface polygons.

Embedded Geometry

The primitive group name assigned to the output embedded geometry.

Guides

The Guides parameters are used to control the visibility of a few helpful guide objects within the Tissue Solver.

Bone Collision Radius

Enables a spherical radius visualizer around each of the points of the input anatomical bones.

Note

The default Bone Collision Radius is 0.0.

Tissue Collision Radius

Enables a spherical radius visualizer around each of the points of the input tissue surface.

Inputs

First

Skin Surface Geometry in its static undeformed state. Once internalized, this skin surface will be converted to a solid using a Solid Embed SOP. If your skin has been animated via the Bone Capture/Deform workflow, then this input should be the capture-weighted surface, prior to being animated via the Deform SOP. Since the output of this HDA is generated by a dynamics solver, any incoming animation will be replaced by the simulation. However, it is worth noting that once the surface is converted to a solid inside this HDA, the capture-weighted skin can be used to impart weighting to the solid. This can allow for animated points to to be used as target constraints or pin constraints for the simulation

Second

Animated Muscles and anchor region constraints. Muscles and Franken Muscles are constrained to corresponding anchor regions by looking up shared common muscle_id attributes. Muscles will be constrained to anchor regions that have matching muscle ID’s. Tissue is constrained to muscles using an attachment strength that can be controlled with the Tissue to Muscle Slack parameter.

Third

Muscles (only) in their static undeformed state (Capture Pose). This input provides the Tissue Solver with the muscle geometry in a static state positioned relative to the skin geometry in its static state. If this input is not wired, the animated muscles are cooked at the Tissue Solver’s Start Frame and used as the static pose instead.

Note

The Static Muscles input should not include anchor regions. Static muscles should not intersect with static bones. If the initial placement of the Bones and Muscles inter-penetrate, this will cause an error in the Tissue Solver and should be rectified before the simulation can be run.

Fourth

Animated Anatomical Bones. This geometry is incorporated into the simulation as both deforming collision geometry and a constraint goal for tissue. Tissue is constrained to bones using an attachment strength that can be controlled with the Tissue to Bone Slack parameter.

Fifth

Static Anatomical Bones. This input provides the Tissue Solver with the bone geometry in a static state positioned relative to the skin geometry in its static state. If this input is not wired, the Animated Anatomical Bones are cooked at the Tissue Solver’s Start Frame and used as the static pose instead.

Note

Bones and muscles should not intersect in their initial static pose.

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.