- 
        
            
        
        
            
                Absolute
            
         Computes the absolute value of the argument. 
- 
        
            
        
        
            
                Add
            
         Outputs the sum of its inputs. 
- 
        
            
        
        
            
                Add Attribute
            
         Adds a new attribute. 
- 
        
            
        
        
            
                Add Constant
            
         Adds the specified constant value to the incoming integer, float,
vector or vector4 value. 
- 
        
            
        
        
            
                Add Joint
            
         Adds a KineFX joint to the geometry. 
- 
        
            
        
        
            
                Add Point
            
         Adds points to the geometry. 
- 
        
            
        
        
            
                Add Point to Group
            
         Adds the point specified to the group given. 
- 
        
            
        
        
            
                Add Primitive
            
          Adds primitives to the geometry.  
- 
        
            
        
        
            
                Add Steer Force
            
         Multiply steerforce by steerweight attributes and normalize results by total steerweight. 
- 
        
            
        
        
            
                Add Vertex
            
          Adds vertices to the geometry.  
- 
        
            
        
        
            
                Add Wind Force
            
         Layers a wind force onto a simulation. 
- 
        
        
            
                Advect by Volumes
            
         Advects a position by a set of volume primitives stored in a disk file. 
- 
        
            
        
        
            
                Agent Clip Catalog
            
         Returns all of the animation clips that have been loaded for an agent primitive. 
- 
        
            
        
        
            
                Agent Clip Length
            
         Returns the length (in seconds) of an agent’s animation clip. 
- 
        
            
        
        
            
                Agent Clip Names
            
         Returns an agent primitive’s current animation clips. 
- 
        
            
        
        
            
                Agent Clip Sample
            
         Samples an agent’s animation clip at a specific time. 
- 
        
            
        
        
            
                Agent Clip Sample Rate
            
         Returns the sample rate of an agent’s animation clip. 
- 
        
            
        
        
            
                Agent Clip Times
            
         Returns the current times for an agent primitive’s animation clips. 
- 
        
            
        
        
            
                Agent Clip Weights
            
         Returns the blend weights for an agent primitive’s animation clips. 
- 
        
            
        
        
            
                Agent Convert Transforms
            
         Converts transforms between local space and world space for an agent primitive. 
- 
        
            
        
        
            
                Agent Layer Bindings
            
         Returns the transform that each shape in an agent’s layer is bound to. 
- 
        
            
        
        
            
                Agent Layer Name
            
         Returns the names of the current layers or collision layers of an agent. 
- 
        
            
        
        
            
                Agent Layer Shapes
            
         Returns the names of the shapes referenced by an agent primitive’s layer. 
- 
        
            
        
        
            
                Agent Layers
            
         Returns all of the layers that have been loaded for an agent primitive. 
- 
        
            
        
        
            
                Agent Rig Children
            
         Returns the child transforms of a transform in an agent primitive’s rig. 
- 
        
            
        
        
            
                Agent Rig Find
            
         Finds the index of a transform in an agent primitive’s rig. 
- 
        
            
        
        
            
                Agent Rig Parent
            
         Returns the parent transform of a transform in an agent primitive’s rig. 
- 
        
            
        
        
            
                Agent Transform Count
            
         Returns the number of transforms in an agent primitive’s rig. 
- 
        
            
        
        
            
                Agent Transform Names
            
         Returns the name of each transform in an agent primitive’s rig. 
- 
        
            
        
        
            
                Agent Transforms
            
         Returns the current local or world space transforms of an agent primitive. 
- 
        
            
        
        
            
                Align
            
         Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors. 
- 
        
            
        
        
            
                Alpha Mix
            
         Takes two values for alpha based on the surface orientation relative
to the camera and blends between the two with a
rolloff as the bias control, effectively removing the silhouettes of the
geometry edges. 
- 
        
            
        
        
            
                Ambient
            
         Generates a color using ambient lighting model calculation. 
- 
        
            
        
        
            
                And
            
         Performs a logical and operation between its inputs and returns 1 or 0. 
- 
        
            
        
        
            
                Anti-Aliased Flow Noise
            
         Generates anti-aliased (fractional brownian motion) noise by using
the derivative information of the incoming position to compute
band-limited noise. 
- 
        
            
        
        
            
                Anti-Aliased Noise
            
         Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise. 
- 
        
        
            
                Anti-Aliased Ramp Parameter
            
         
- 
        
            
        
        
            
                Append
            
         Adds an item to an array or string. 
- 
        
            
        
        
            
                Arctangent
            
         Performs the atan2() function 
- 
        
            
        
        
            
                Array Contains
            
         Checks whether a value exists in an array. 
- 
        
            
        
        
            
                Array Find Index
            
         Finds the first location of an item in an array or string. 
- 
        
            
        
        
            
                Array Find Indices
            
         Finds all locations of an item in an array or string. 
- 
        
            
        
        
            
                Array Length
            
         Produces the length of an array. 
- 
        
            
        
        
            
                Attenuated Falloff
            
         Computes attenuated falloff. 
- 
        
            
        
        
            
                Average
            
         Outputs the average of its inputs. 
- 
        
            
        
        
            
                Average Vector Component
            
         Computes the average value of a vector argument. 
- 
        
            
        
        
            
                BSDF Tint
            
         Tints a BSDF with separate control over colorization and luminance. 
- 
        
            
        
        
            
                Bake Exports
            
         Export shading for use in bake image planes 
- 
        
            
        
        
            
                Bias
            
         
- 
        
            
        
        
            
                Bind
            
         Represents an attribute bound to VEX. 
- 
        
            
        
        
            
                Bind Point Transform
            
         Binds a KineFX point transform with a point index. 
- 
        
            
        
        
            
                Blend Regions
            
         Takes a float input as a bias to blend between three input
regions. 
- 
        
            
        
        
            
                Blend Transforms
            
         Blends between two KineFX transformation matrices. 
- 
        
            
        
        
            
                Block Begin
            
         Marks the start of a code block. 
- 
        
            
        
        
            
                Block Begin For
            
         Marks the start of a for loop block. 
- 
        
            
        
        
            
                Block Begin For-Each
            
         Marks the start of a for-each loop block. 
- 
        
            
        
        
            
                Block Begin If
            
         Marks the start of an if code block. 
- 
        
            
        
        
            
                Block End
            
         Marks the end of a code block. 
- 
        
            
        
        
            
                Block End Break-If
            
         Marks the end of a code block. 
- 
        
            
        
        
            
                Block End While
            
         Marks the end of a while code block. 
- 
        
            
        
        
            
                Bounding Box
            
         Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry. 
- 
        
            
        
        
            
                Box Clip
            
         Clips the line segment defined by p1 and p2 to the bounding box
specified by the min and max corner points. 
- 
        
            
        
        
            
                Boxes
            
         Generates repeating filtered squares. 
- 
        
            
        
        
            
                Bricker
            
         Generates a brick pattern based on the parametric s and t
coordinates. 
- 
        
        
            
                Brushed Circles
            
         Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction. 
- 
        
        
            
                Brushed Metal Shader
            
         A basic brushed metal shader. 
- 
        
            
        
        
            
                Bump Noise
            
         Displaces surfaces along their normal using anti-aliased noise, and
returns the displaced surface position, normal, and displacement amount. 
- 
        
        
            
                Bump To Normal Map
            
         Compute a tangent-space normal map from a bump map 
- 
        
            
        
        
            
                Burlap
            
         Generates a burlap displacement pattern useful for simulating rough
cloth or weave patterns. 
- 
        
        
            
                Burlap Pattern
            
         Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns. 
- 
        
            
        
        
            
                COP Input
            
         Returns a pixel value in one of the 4 input COPs connected to the VEX
COP. 
- 
        
            
        
        
            
                CVEX Shader Builder
            
         A node that implements a CVEX shader using its children VOPs. 
- 
        
        
            
                Car Paint Shader
            
         Simulates car paint with embedded metallic flakes and a coat layer. 
- 
        
            
        
        
            
                Cavities
            
         Produces a surface displacement that simulates small surface damage
using anti-aliased noise of various frequencies. 
- 
        
            
        
        
            
                Ceiling
            
         Returns the smallest integer greater than or equal to the
argument. 
- 
        
            
        
        
            
                Cellular Cracks
            
         Generates a cellular crack displacement suitable for simulating skin,
leather, dried earth, and all kinds of crusts. 
- 
        
            
        
        
            
                Cellular Noise
            
         Computes 2D, anti-aliased cellular noise suitable for shading. 
- 
        
            
        
        
            
                Character to String
            
         Converts an unicode codepoint to a UTF8 string. 
- 
        
        
            
                Checkered
            
         Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates. 
- 
        
            
        
        
            
                Clamp
            
         Clamps the input data between the minimum and maximum values. 
- 
        
            
        
        
            
                Class Cast
            
         Downcasts a generic (anonymous) co-shader object to a specific co-shader 
- 
        
            
        
        
            
                Classic Shader
            
         Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement. 
- 
        
            
        
        
            
                Classic Shader Core
            
         A powerful, highly flexible, generic surface shader with displacement. 
- 
        
            
        
        
            
                Cloud Noise
            
         Generates 1D noise used for cloud noise generation. 
- 
        
            
        
        
            
                Collect
            
         
- 
        
            
        
        
            
                Collide Geometry
            
         Collides the specified joint with the target geometry. 
- 
        
            
        
        
            
                Color Correction
            
         Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color. 
- 
        
            
        
        
            
                Color Map
            
         Looks up a single sample of RGB or RGBA color from a disk image. 
- 
        
            
        
        
            
                Color Mix
            
         Computes a blend (or a mix) of its two color inputs, and outputs the
resulting color. 
- 
        
        
            
                Color Transform
            
         
- 
        
            
        
        
            
                Combine Local Transform
            
         Combines local and parent KineFX transforms with scale inheritance. 
- 
        
            
        
        
            
                Compare
            
         Compares two values and returns true or false. 
- 
        
            
        
        
            
                Complement
            
         Computes the complement of the argument by subtracting the argument
from 1. 
- 
        
        
            
                Composite
            
         
- 
        
        
            
                Compute Lighting
            
         Computes lighting using Physically Based Rendering. 
- 
        
        
            
                Compute Normal
            
         This node gives finer control over handling of the normal attribute in VOPs. 
- 
        
        
            
                Compute Tangents
            
         Compute surface tangents in different ways. 
- 
        
        
            
                Conductor Fresnel
            
         Outputs a physically correct reflection factor for conductive materials. 
- 
        
            
        
        
            
                Conserve Energy
            
         Clamp the reflectivity of a bsdf to 1. 
- 
        
            
        
        
            
                Constant
            
         Outputs a constant value of any VEX data type. 
- 
        
        
            
                Contour
            
         Increases or decreases contrast for values at the bottom of the input range. 
- 
        
            
        
        
            
                Copy
            
         Takes a single input of any data type. 
- 
        
            
        
        
            
                Cosine
            
         Performs a cosine function. 
- 
        
        
            
                Crackle
            
         Returns float between 0 and 1 which defines a crackle pattern useful for simulating the fine grain texture in skin or on a much larger scale dried mudflats. 
- 
        
            
        
        
            
                Create Point Group
            
         Creates a new point group with the name specified. 
- 
        
            
        
        
            
                Cross Product
            
         Computes the cross product between two vectors, defined as the vector
perpendicular to both input vectors. 
- 
        
        
            
                Curl Noise
            
         Creates divergence-free 3D noise using a curl function. 
- 
        
        
            
                Curl Noise 2D
            
         Creates divergence-free 2D noise using a curl function. 
- 
        
            
        
        
            
                Curvature
            
         Computes surface curvature. 
- 
        
            
        
        
            
                Curve Solver
            
         Positions and orients KineFX points from a curve and a list of segment lengths. 
- 
        
        
            
                Decal
            
         An OTL that performs composting of texture maps. 
- 
        
            
        
        
            
                Degrees to Radians
            
         Converts degrees to radians. 
- 
        
            
        
        
            
                Delayed Load Procedural
            
         
- 
        
            
        
        
            
                Delayed Read Archive
            
         
- 
        
            
        
        
            
                Depth Map
            
         Works on an image which was rendered as a z-depth image, returning
the distance from the camera to the pixel (or plane) in
question. 
- 
        
            
        
        
            
                Determinant
            
         Computes the determinant of a 4×4 or 3×3 matrix. 
- 
        
            
        
        
            
                Dictionary Keys
            
         Produces the keys of a dictionary. 
- 
        
            
        
        
            
                Dictionary Length
            
         Produces the length of a dictionary. 
- 
        
        
            
                Direct Lighting
            
         Internal VOP used to compute direct lighting. 
- 
        
            
        
        
            
                Direction to Child
            
         Computes the direction to a KineFX joint’s child. 
- 
        
            
        
        
            
                Direction to Parent
            
         Computes the direction to a KineFX joint’s parent 
- 
        
        
            
                Dirt Mask
            
         Masks crevices or exposed edges 
- 
        
        
            
                Displace
            
         Displaces surface position and modifies surface normals. 
- 
        
            
        
        
            
                Displace Along Normal
            
         Displaces the surface along the surface normal by a given amount. 
- 
        
        
            
                Displacement Texture
            
         Modifies normals and/or positions based on a texture map. 
- 
        
            
        
        
            
                Distance
            
         Returns the distance between two 3D or 4D points. 
- 
        
            
        
        
            
                Distance Point to Line
            
         Returns the closest distance between a point and a line segment
defined by two end points. 
- 
        
            
        
        
            
                Divide
            
         Outputs the result of dividing each input value by the next. 
- 
        
            
        
        
            
                Divide Constant
            
         Divides the incoming integer, float, vector or vector4 value by the
specified constant value. 
- 
        
            
        
        
            
                Dot Product
            
         Computes the dot product between two vectors. 
- 
        
        
            
                Dual Rest
            
         Outputs sanitized dual rest values based. 
- 
        
        
            
                Dual Rest Solver
            
         Sanitizes dual rest attribute data for easier use. 
- 
        
            
        
        
            
                Edge Falloff
            
         Creates a smooth roll-off of the input color from the center of the
geometry to the edges, based on the surface normal. 
- 
        
        
            
                Eggshell Pattern
            
         Returns a new surface normal (N) which has a slight fine grained bump on it. 
- 
        
        
            
                Eigenvalues
            
         
- 
        
            
        
        
            
                Ends With
            
         Result 1 if the string ends with the specified string. 
- 
        
            
        
        
            
                Environment Map
            
         Sets the environment map (on an infinite sphere) and returns its
color. 
- 
        
            
        
        
            
                Euler to Quaternion
            
         Builds a quaternion with the given euler rotation. 
- 
        
            
        
        
            
                Exponential
            
         Computes the exponential function of the argument. 
- 
        
            
        
        
            
                Extract Local Transform
            
         Computes a local transform for a KineFX point using its and its parent’s world transforms. 
- 
        
            
        
        
            
                Extract Transform
            
         Extracts the translation, rotation, scale or shear component of a 4×4
transform matrix. 
- 
        
        
            
                Fake Caustics
            
         Outputs and opacity value which can be used to approximate caustic lighting effects. 
- 
        
            
        
        
            
                Fast Shadow
            
         Sends a ray from the position P along the direction specified by the
direction D. 
- 
        
            
        
        
            
                Fibratus
            
         Generates a 2D, fiber like cloud pattern. 
- 
        
        
            
                Field Name
            
         Provides a fallback value for a field/attribute if the field does not 
exist or the given field name is an empty string. 
- 
        
        
            
                Field Parameter
            
         Provides a fallback value for a field/attribute if the field does not 
exist or the given field name is an empty string. 
- 
        
        
            
                Filament Sample
            
         
- 
        
            
        
        
            
                Filter Point Transforms
            
         Find a point in an array and return the transforms in the corresponding arrays. 
- 
        
        
            
                Filter Pulse Train
            
         Filters the input. 
- 
        
            
        
        
            
                Filter Shadow
            
         Sends a ray from the position P along the direction specified by the
direction D, a… 
- 
        
            
        
        
            
                Filter Step
            
         Computes the anti-aliased weight of the step function. 
- 
        
        
            
                Filter Width
            
         This function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t. 
- 
        
        
            
                Find Attribute Value
            
         
- 
        
        
            
                Find Attribute Value Count
            
         
- 
        
        
            
                Find Attribute Value by Index
            
         
- 
        
            
        
        
            
                Find Point Transform
            
         Find a point on a given geometry and return its transforms. 
- 
        
            
        
        
            
                Fit Range
            
         Takes the value in the source range and shifts it to
the corresponding value in the destination range. 
- 
        
            
        
        
            
                Fit Range (Unclamped)
            
         Takes the value in the source range and shifts it to
the corresponding value in the destination range. 
- 
        
            
        
        
            
                Float to Integer
            
         Converts a float value to an integer value. 
- 
        
            
        
        
            
                Float to Matrix
            
         Converts sixteen floating-point values to a 4×4 matrix value. 
- 
        
            
        
        
            
                Float to Matrix2
            
         Converts four floating-point values to a matrix2 value. 
- 
        
            
        
        
            
                Float to Matrix3
            
         Converts nine floating-point values to a matrix3 value. 
- 
        
            
        
        
            
                Float to Vector
            
         Converts three floating-point values to a vector value. 
- 
        
            
        
        
            
                Float to Vector2
            
         Converts two floating-point values to a vector2 value. 
- 
        
            
        
        
            
                Float to Vector4
            
         Converts four floating-point values to a vector4 value. 
- 
        
            
        
        
            
                Floccus
            
         Generates a 2D, locks of wool like cloud pattern. 
- 
        
            
        
        
            
                Floor
            
         Returns the largest integer less than or equal to the argument. 
- 
        
            
        
        
            
                Flow Noise
            
         Generates 1D and 3D Perlin Flow Noise from 3D and 4D data. 
- 
        
            
        
        
            
                For Each Transform
            
         Perform the same operation on an array of transforms. 
- 
        
            
        
        
            
                Fraction
            
         Computes the fractional component of the argument. 
- 
        
            
        
        
            
                Fractus
            
         Generates a 2D, ragged, broken up like cloud pattern. 
- 
        
            
        
        
            
                Fresnel
            
         Computes the Fresnel reflection/refraction contributions
given a normalized incident ray, a normalized surface normal, and an
index of refraction. 
- 
        
            
        
        
            
                From NDC
            
         Transforms a position from normal device coordinates to the
coordinates in the appropriate space. 
- 
        
            
        
        
            
                From NDC
            
         Transforms a position from normal device coordinates to the
coordinates in the appropriate space. 
- 
        
            
        
        
            
                From Polar
            
         Converts polar coordinates to cartesian coordinates. 
- 
        
            
        
        
            
                Front Face
            
         Returns the front facing normal of a surface, given a surface normal
(N) and an incident ray (I). 
- 
        
            
        
        
            
                Fur Guide Global Variables
            
         Provides outputs representing commonly used input variables of fur guide
shader network. 
- 
        
            
        
        
            
                Fur Guide Output Variables and Parameters
            
         Provides inputs representing the output variables of a fur guide shader
network. 
- 
        
        
            
                Fur Procedural
            
         Creates a set of hair-like curves across a surface at render time. 
- 
        
            
        
        
            
                Fur Skin Global Variables
            
         Provides outputs representing commonly used input variables of fur skin
shader network. 
- 
        
            
        
        
            
                Fur Skin Output Variables and Parameters
            
         Provides inputs representing the output variables of a fur skin shader
network. 
- 
        
            
        
        
            
                Furrows
            
         Displaces the surface along the surface normal by an amount equal to
the value of an anti-aliased cosine wave. 
- 
        
            
        
        
            
                Fuzzy And
            
         Performs a fuzzy and operation between its inputs and returns a value between 0 and 1. 
- 
        
            
        
        
            
                Fuzzy Defuzz
            
         Performs a defuzzify operation between its input fuzzy sets and returns a crisp value. 
- 
        
            
        
        
            
                Fuzzy Inference
            
         Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node. 
- 
        
            
        
        
            
                Fuzzy Inference Mirror
            
         
- 
        
            
        
        
            
                Fuzzy Input
            
         Performs a fuzzify operation that calculates a fuzzy value given a membership function and an input crisp value. 
- 
        
            
        
        
            
                Fuzzy Not
            
         This operator performs a fuzzy not operation on an integer or float value. 
- 
        
            
        
        
            
                Fuzzy Obstacle Sense
            
         Detects obstacles in an agent’s field of view. 
- 
        
            
        
        
            
                Fuzzy Or
            
         Performs a fuzzy or operation between its inputs and returns a value between 0 and 1. 
- 
        
            
        
        
            
                Gain
            
         
- 
        
            
        
        
            
                Gather Loop
            
         Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays. 
- 
        
            
        
        
            
                Gaussian Random
            
         Generates a random number fitting a Gaussian distribution. 
- 
        
            
        
        
            
                Gaussian Random UV
            
         Generates a random number fitting a Gaussian distribution. 
- 
        
        
            
                General Fresnel
            
         Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth. 
- 
        
            
        
        
            
                Generic Shader
            
         Represents a shader. 
- 
        
            
        
        
            
                Geometry VOP Global Parameters
            
         Provides outputs that represent all the global variables for the
Attribute VOP network types. 
- 
        
            
        
        
            
                Geometry VOP Output Variables
            
          Simple output variable for Geometry VOP Networks. 
- 
        
        
            
                Get Attribute
            
         
- 
        
            
        
        
            
                Get BSDF Albedo
            
         Compute the reflectivity of a bsdf. 
- 
        
        
            
                Get Blur P
            
         
- 
        
            
        
        
            
                Get CHOP Attribute
            
         Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP. 
- 
        
            
        
        
            
                Get Channel Transform
            
         Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP. 
- 
        
            
        
        
            
                Get Channel Value
            
         Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP. 
- 
        
            
        
        
            
                Get Channel Value by Name
            
         Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP. 
- 
        
            
        
        
            
                Get Descendant Transforms
            
          Traverse the hierarchy from a given point and return their transforms. 
- 
        
            
        
        
            
                Get Dictionary Element
            
         Gets a specified value from dictionary. 
- 
        
            
        
        
            
                Get Element
            
         Gets a specified element from array. 
- 
        
            
        
        
            
                Get FBIK Attributes
            
          Retrieve configuration values for the Physical Full-Body IK solver from point attributes.  
- 
        
            
        
        
            
                Get Full Body COM
            
         Return the computed center-of-mass for the given KineFX geometry. 
- 
        
            
        
        
            
                Get Joint Chain Axes
            
         Computes a set of orthogonal axes centered at a KineFX joint. 
- 
        
            
        
        
            
                Get Layer Export
            
         Obtains a value of the export variable added to the Shader Layer struct. 
- 
        
            
        
        
            
                Get Matrix Component
            
         Extracts a 4×4 matrix component. 
- 
        
            
        
        
            
                Get Matrix2 Component
            
         Extracts a 2×2 matrix3 component. 
- 
        
            
        
        
            
                Get Matrix3 Component
            
         Extracts a 3×3 matrix3 component. 
- 
        
            
        
        
            
                Get Object Transform
            
         Gets the transform matrix of a named object in camera (current) space. 
- 
        
        
            
                Get PTexture ID
            
         
- 
        
            
        
        
            
                Get Parent
            
         Finds the parent of a joint within a KineFX skeleton. 
- 
        
            
        
        
            
                Get Parent Transform
            
         Gets the transformation of a joint’s parent within a KineFX skeleton. 
- 
        
            
        
        
            
                Get Point Transform
            
         Returns a point transform for a given point index. 
- 
        
            
        
        
            
                Get Point Transforms
            
         Returns arrays of point transforms given an array of point IDs. 
- 
        
        
            
                Get Primitive ID
            
         
- 
        
            
        
        
            
                Get Vector Component
            
         Extracts a vector component. 
- 
        
            
        
        
            
                Get Vector2 Component
            
         Extracts a vector2 component. 
- 
        
            
        
        
            
                Get Vector4 Component
            
         Extracts a vector4 component. 
- 
        
            
        
        
            
                Get a CHOP Channel Value
            
         Evaluates a CHOP channel and return its value. 
- 
        
            
        
        
            
                Get a Channel or Parameter Value
            
         Evaluates a channel (or parameter) and return its value. 
- 
        
            
        
        
            
                Get an Object Transform
            
         Evaluates an OBJ node’s transform 
- 
        
            
        
        
            
                Gingham Checks
            
         Generates anti-aliased gingham checks similar to a tablecloth
pattern. 
- 
        
            
        
        
            
                Global Variables
            
         Provides outputs that represent all the global variables for the
current VOP network type. 
- 
        
            
        
        
            
                Gradient 3D
            
         Returns the gradient of a single channel 3D texture image at a
specified position within that image. 
- 
        
            
        
        
            
                HSV to RGB
            
         Converts HSV color space to RGB color space. 
- 
        
        
            
                Hair Normal
            
         Generates a normal vector which always faces the camera, parallel to the incidence vector. 
- 
        
            
        
        
            
                Hair Shader
            
         A powerful, highly flexible, general model for hair/fur shading. 
- 
        
            
        
        
            
                Has Input
            
         Returns 1 if the specified input (0-3) is connected. 
- 
        
            
        
        
            
                Has Key
            
         Returns if a dictionary has a key. 
- 
        
            
        
        
            
                High-Low Noise
            
         Computes a mix of high and low frequency, anti-aliased noise with a
wide range of applications. 
- 
        
            
        
        
            
                Houdini Engine Procedural: Curve Generate
            
         Cooks a SOP asset for each point in the source geometry and instances the generated curves onto the point. 
- 
        
            
        
        
            
                Houdini Engine Procedural: Point Generate
            
         Cooks a SOP asset for each point in the source geometry and instances the generated points onto the point. 
- 
        
            
        
        
            
                Hue Shift
            
         Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude. 
- 
        
            
        
        
            
                IK Solver
            
         Positions and orients points from a root position, end effector position target, and twist position using KineFX Inverse Kinematics. 
- 
        
            
        
        
            
                If Connected
            
         Passes through the value of the first input if the first input is
ultimately connected. 
- 
        
            
        
        
            
                Illuminance Loop
            
         Only available in Surface VOP networks. 
- 
        
            
        
        
            
                Image 3D Iso-Texture Procedural
            
         This procedural will generate an iso-surface from a 3D texture image (.i3d file). 
- 
        
            
        
        
            
                Image 3D Volume Procedural
            
         This procedural will generate a volume from a 3D texture image (.i3d file). 
- 
        
            
        
        
            
                Import Attribute
            
         Imports attribute data from the OP connected to the given input. 
- 
        
        
            
                Import Detail Attribute
            
         
- 
        
            
        
        
            
                Import Displacement Variable
            
         Imports the value of the specified variable from a displacement
shader and stores it in var. 
- 
        
            
        
        
            
                Import Light Variable
            
         Imports the value of the specified variable from a light shader and
stores it in var. 
- 
        
        
            
                Import Point Attribute
            
         
- 
        
        
            
                Import Primitive Attribute
            
         
- 
        
        
            
                Import Properties from OpenColorIO
            
         Imports a color space property from Open Color IO. 
- 
        
            
        
        
            
                Import Ray Variable
            
         Imports the value of the specified variable sent from a trace() function and
stores it in var. 
- 
        
            
        
        
            
                Import Surface Variable
            
         Imports the value of the specified variable from a surface shader and
stores it in var. 
- 
        
        
            
                Import Vertex Attribute
            
         
- 
        
            
        
        
            
                Importance Remap
            
         
- 
        
            
        
        
            
                In Group
            
         Returns 1 if the point or primitive is in the group specified by the string. 
- 
        
        
            
                Indirect Lighting
            
         Internal VOP used to compute indirect lighting. 
- 
        
            
        
        
            
                Inline Code
            
         Write VEX code that is put directly into your shader or operator
definition. 
- 
        
            
        
        
            
                Insert
            
         Inserts an item, array, or string into an array or string. 
- 
        
            
        
        
            
                Instance with Hscript Procedural
            
         Runs hscript for each point in the source geometry and instances the generated geometry to the point. 
- 
        
            
        
        
            
                Integer to Float
            
         Converts an integer value to a float value. 
- 
        
        
            
                Integer to Vector
            
         
- 
        
            
        
        
            
                Intersect
            
         Computes the intersection of a ray with geometry. 
- 
        
            
        
        
            
                Intersect All
            
         Computes all the intersections of a ray with geometry. 
- 
        
            
        
        
            
                Invert
            
         If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity). 
- 
        
            
        
        
            
                Irradiance
            
         Computes the irradiance (the global illumination) at the point P with
the normal N. 
- 
        
            
        
        
            
                Is Alphabetic
            
         Result 1 if all the characters in the string are alphabetic. 
- 
        
            
        
        
            
                Is Connected
            
         Outputs 1 if the input is ultimately connected, otherwise it outputs
0. 
- 
        
            
        
        
            
                Is Digit
            
         Result 1 if all the characters in the string are numeric. 
- 
        
            
        
        
            
                Is Finite
            
         Returns 1 if the number is a normal number, ie, not infinite or NAN. 
- 
        
            
        
        
            
                Is Fog Ray
            
         Returns 1 if the shader is being evaluated from within a fog
shader. 
- 
        
            
        
        
            
                Is Front Face
            
         Returns true if the normal of the surface is forward facing, and
false if it isn’t. 
- 
        
            
        
        
            
                Is NAN
            
         Returns 1 if the number is not a number. 
- 
        
            
        
        
            
                Is Shadow Ray
            
         Returns 1 if the shader is being evaluated for shadow rays. 
- 
        
        
            
                Jittered Hair Normal
            
         
- 
        
            
        
        
            
                Join Strings
            
         Concatenate all the strings of an array inserting a common spacer. 
- 
        
            
        
        
            
                Joint Angle
            
         Gets the angle at the given joint in a KineFX skeleton. 
- 
        
            
        
        
            
                Karma 2D Derivatives
            
         Generates partial derivatives of input0 variable over input1 
- 
        
            
        
        
            
                Karma AOV 2.0
            
         Creates a shading signal for output to an AOV, as well as the render vars. 
- 
        
            
        
        
            
                Karma Camera Falloff
            
         Generate a smooth roll-off between surface normal and the camera ray. 
- 
        
            
        
        
            
                Karma Fur
            
         A physically-based hair and fur material with medulla support 
- 
        
            
        
        
            
                Karma Hair
            
         A physically-based hair and fur material. 
- 
        
            
        
        
            
                Karma Hexagonal Tiling Texture
            
         Seamless texturing and normal mapping without visible repetitions based on provided UV coordinates. 
- 
        
            
        
        
            
                Karma Hexagonal Tiling Triplanar
            
         Seamless texturing and normal mapping without visible repetitions involving triplanar projections and based on P. 
- 
        
            
        
        
            
                Karma Light Filter Attenuation
            
         Karma Light Filter that controls how the light intensity/color changes over distance. 
- 
        
            
        
        
            
                Karma Light Filter Barndoor
            
         Karma Light Filter that adds barndoors to a cone light. 
- 
        
            
        
        
            
                Karma Light Filter Gel
            
         Karma Light Filter that adjusts the color, intensity, or diffuse/specular of a light source. 
- 
        
            
        
        
            
                Karma Light Filter Gobo
            
         Karma Light Filter that projects the light source through a texture. 
- 
        
            
        
        
            
                Karma Light Projection
            
         You can use this utility node in a light filter network to get the UV coordinates of the current ray in the light’s projection space. 
- 
        
            
        
        
            
                Karma Material Properties
            
         Apply Karma geometry properties via shaders. 
- 
        
            
        
        
            
                Karma Melanin
            
         A physically-based hair and fur color definition. 
- 
        
        
            
                Karma OCIO Color Transform
            
         Transforms color spaces using Open Color IO. 
- 
        
            
        
        
            
                Karma Physical Lens
            
         A pre-made lens shader implementation with controls for most common lens shader effects, such as bokeh, chromatic aberrations, and tilt/shift. 
- 
        
            
        
        
            
                Karma Physical Lens Core
            
         The stripped down version of the physical lens. 
- 
        
            
        
        
            
                Karma Point Cloud Read
            
         This node opens a point cloud file and searches for points around a source position then returns a value of geometry attribute imported from pointcloud 
- 
        
            
        
        
            
                Karma Pyro Fire Color
            
         Creates a color value used to control the emission component of volume shading used for fire. 
- 
        
            
        
        
            
                Karma Pyro Fire Emission
            
         Creates emission to control the emission component of volume shading used for fire. 
- 
        
            
        
        
            
                Karma Pyro Scatter Color
            
         Creates a color value used to control the emission component of volume shading used for explosions. 
- 
        
            
        
        
            
                Karma Pyro Scatter Emission
            
         Creates emission to control the emission component of volume shading used for explosions. 
- 
        
            
        
        
            
                Karma Pyro Shader
            
         Flexible, production-quality smoke, cloud, fire, and explosion shader. 
- 
        
            
        
        
            
                Karma Pyro Smoke Color
            
         Creates a color value used to control the scattering and absorption component of volume shading. 
- 
        
            
        
        
            
                Karma Pyro Volume Mask
            
         Creates a volume mask used for volume shading. 
- 
        
            
        
        
            
                Karma Ramp Constant
            
         Look up the color/float at a certain index in a ramp. 
- 
        
            
        
        
            
                Karma Ray Hit Level Falloff
            
         Attenuate values based on bounces. 
- 
        
            
        
        
            
                Karma Ray Import
            
         Imports the value of the specified variable from Karma. 
- 
        
            
        
        
            
                Karma Ray Switch
            
         Evaluate a color or an input based on ray-type. 
- 
        
            
        
        
            
                Karma Room Lens
            
         Generates an interior room map 
- 
        
            
        
        
            
                Karma Room Map
            
         Creates a parallax projection of a room interior onto a flat plane 
- 
        
            
        
        
            
                Karma Tangent Rotate
            
         Rotates world-space tangents for anisotropic shaders like brushed metal. 
- 
        
            
        
        
            
                Karma UV Lens
            
         This is the Karma UV rendering lens shader. 
- 
        
            
        
        
            
                Karma Volume
            
          Karma XPU compatible node for building MaterialX volume shader  
- 
        
            
        
        
            
                Karma Voronoi Noise 2D
            
         Generates Voronoi noise 
- 
        
            
        
        
            
                Karma Voronoi Noise 3D
            
         Generates Voronoi noise 
- 
        
            
        
        
            
                Karma Whitewater
            
          Karma XPU compatible node for building MaterialX-based basic whitewater shader  
- 
        
        
            
                Lambert
            
         Generates a color using the Lambert diffuse lighting model calculation. 
- 
        
        
            
                Layer Composite
            
         Combines two layers using standard compositing operations. 
- 
        
        
            
                Layer Mix
            
         Outputs a mix of the two input layers, blended using the alpha value. 
- 
        
        
            
                Layer Pack
            
         Creates a Layer from individual shading components. 
- 
        
        
            
                Layer Unpack
            
         Unpacks the individual shading components from a layer. 
- 
        
            
        
        
            
                Length
            
         Computes the length of an array 
- 
        
            
        
        
            
                Length
            
         Computes the length of a 3D or 4D vector. 
- 
        
            
        
        
            
                Lens Bokeh
            
         A VOP that can generate different kinds of bokeh. 
- 
        
            
        
        
            
                Lens Chromatic Aberration
            
         A VOP that can generates the tint and index of refraction for chromatic aberration effects. 
- 
        
            
        
        
            
                Lens Coordinates
            
         A VOP that creates the jittered coordinates for Karma lens shaders. 
- 
        
            
        
        
            
                Lens Distort
            
         A VOP that generates the offsets required to distort a Karma lens shader. 
- 
        
            
        
        
            
                Lens OpenCV Distort
            
         A VOP that generates the NDC coordinates with the OpenCV lens distortion model applied on a Karma lens shader. 
- 
        
            
        
        
            
                Lens Parameters
            
         A VOP that generates the Karma lens shader inputs. 
- 
        
            
        
        
            
                Lens Rolling Shutter
            
         A VOP that generates a time offset to simulate rolling shutter in digital lenses. 
- 
        
            
        
        
            
                Lens Shutter Curve
            
         A VOP that manipulates the time distribution of lens shutters. 
- 
        
            
        
        
            
                Lighting Model
            
         Performs a lighting model calculation to generate a color. 
- 
        
        
            
                Limits
            
         Selectively clamps values to a minimum and/or maximum value. 
- 
        
            
        
        
            
                Logarithm
            
         Computes the natural logarithm function of the argument. 
- 
        
            
        
        
            
                Look At
            
         Computes a 3×3 rotation matrix to orient the z-axis along the vector
(to - from) under the transformation. 
- 
        
            
        
        
            
                Look At (KinefX)
            
         Applies a KineFX Look At constraint to a transform. 
- 
        
            
        
        
            
                Look At Constraint
            
         Applies a KineFX Look At constraint to a transform. 
- 
        
            
        
        
            
                Luminance
            
         Computes the luminance of the RGB color specified by the input parameter. 
- 
        
            
        
        
            
                Make Instance Transform
            
         Builds a general 4×4 transform matrix derived from the
standard copy/instance attributes 
- 
        
            
        
        
            
                Make Space Transform
            
         Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space. 
- 
        
            
        
        
            
                Make Transform
            
         Builds a general 4×4 transform matrix. 
- 
        
            
        
        
            
                Mandelbrot Set
            
         Generates a Mandelbrot pattern. 
- 
        
            
        
        
            
                Map Point
            
         Creates a dictionary that maps one KineFX point to another. 
- 
        
            
        
        
            
                MatCap Shader
            
         A Material Capture shader. 
- 
        
            
        
        
            
                Material shader builder
            
         A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties. 
- 
        
            
        
        
            
                Matrix to Float
            
         Unpacks a 4×4 matrix into its sixteen components. 
- 
        
            
        
        
            
                Matrix to Vector4
            
         Unpacks a 4×4 matrix into its rows. 
- 
        
            
        
        
            
                Matrix2 to Float
            
         Unpacks a 2×2 matrix2 into its four components. 
- 
        
        
            
                Matrix2 to Matrix3
            
         Converts a 2×2 matrix to a 3×3 matrix. 
- 
        
        
            
                Matrix2 to Matrix4
            
         Converts a 2×2 matrix to a 4×4 matrix. 
- 
        
            
        
        
            
                Matrix2 to Vector2
            
         Unpacks a 2×2 matrix into its rows. 
- 
        
            
        
        
            
                Matrix3 to Float
            
         Unpacks a 3×3 matrix3 into its nine components. 
- 
        
        
            
                Matrix3 to Matrix2
            
         Converts a 3×3 matrix to a 2×2 matrix. 
- 
        
        
            
                Matrix3 to Matrix4
            
         
- 
        
            
        
        
            
                Matrix3 to Quaternion
            
         Converts a matrix3, representing a rotation, to a quaternion
representing the same rotation. 
- 
        
            
        
        
            
                Matrix3 to Vector
            
         Unpacks a 3×3 matrix into its rows. 
- 
        
        
            
                Matrix4 to Matrix2
            
         Converts a 4×4 matrix to a 2×2 matrix. 
- 
        
        
            
                Matrix4 to Matrix3
            
         
- 
        
            
        
        
            
                Matte
            
         Implements a matte shader that occludes geometry behind the surface
being rendered. 
- 
        
            
        
        
            
                Max Vector Component
            
         Computes the maximum value of a vector argument. 
- 
        
            
        
        
            
                Maximum
            
         Outputs the maximum value from its inputs. 
- 
        
            
        
        
            
                Meta-Loop Import
            
         Takes a handle generated by the Meta-Loop Start operator and will
import attributes… 
- 
        
            
        
        
            
                Meta-Loop Next
            
         Takes a handle generated by the Meta-Loop Start operator and will
iterate to the … 
- 
        
            
        
        
            
                Meta-Loop Start
            
         Opens a geometry file and
initializes the handle to iterate through all metaballs at the position
specified. 
- 
        
            
        
        
            
                Metaball Attribute
            
         Returns the value of the given point attribute at the specified
position in the metaball field. 
- 
        
            
        
        
            
                Metaball Density
            
         Returns the density of the metaball field at the specified
position. 
- 
        
            
        
        
            
                Metaball Space
            
         Transforms the specified position into the local space of the
metaball. 
- 
        
            
        
        
            
                Metaball Weight
            
         Returns the metaweight of the geometry at a given position. 
- 
        
            
        
        
            
                Metadata
            
         Returns true if the specified metadata exists. 
- 
        
            
        
        
            
                Metadata
            
         Returns metadata from one of the 4 input COPs connected to the VEX COP. 
- 
        
            
        
        
            
                Method
            
         Represents a method inside a class-based shader. 
- 
        
            
        
        
            
                Method Call
            
         Invokes a given method on a given struct or co-shader object. 
- 
        
            
        
        
            
                Method Input
            
         Represents a method argument list inside a class-based shader. 
- 
        
            
        
        
            
                Method Subnet
            
         Represents a method inside a class-based shader. 
- 
        
            
        
        
            
                Min Vector Component
            
         Computes the minimum value of a vector argument. 
- 
        
            
        
        
            
                Minimum
            
         Outputs the minimum value from its inputs. 
- 
        
            
        
        
            
                Minimum Position
            
         Given a position in world space, returns the position of the closest point on a given geometry. 
- 
        
            
        
        
            
                Mix
            
         Computes a blend (or a mix) of its input values using linear
interpolation. 
- 
        
            
        
        
            
                Modulo
            
         Computes the modulo of two values. 
- 
        
            
        
        
            
                MtlX Absorption Vdf
            
         Constructs a VDF for pure light absorption. 
- 
        
            
        
        
            
                MtlX Absval
            
         
- 
        
            
        
        
            
                MtlX Acescg To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Acos
            
         
- 
        
            
        
        
            
                MtlX Add
            
         
- 
        
            
        
        
            
                MtlX Adobergb To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX And
            
         
- 
        
            
        
        
            
                MtlX Anisotropic Vdf
            
         Constructs a VDF scattering light for a participating medium. 
- 
        
            
        
        
            
                MtlX Artistic Ior
            
         
- 
        
            
        
        
            
                MtlX Asin
            
         
- 
        
            
        
        
            
                MtlX Atan2
            
         
- 
        
            
        
        
            
                MtlX Bias
            
         
- 
        
            
        
        
            
                MtlX Bitangent
            
         
- 
        
            
        
        
            
                MtlX Blackbody
            
         Returns the radiant emittance of a blackbody radiator with the given temperature. 
- 
        
            
        
        
            
                MtlX Blur
            
         
- 
        
            
        
        
            
                MtlX Bump
            
         
- 
        
            
        
        
            
                MtlX Burley Diffuse Bsdf
            
         A BSDF node for Burley diffuse reflections. 
- 
        
            
        
        
            
                MtlX Burn
            
         
- 
        
            
        
        
            
                MtlX Ceil
            
         
- 
        
            
        
        
            
                MtlX Cellnoise2D
            
         2D cellular noise 
- 
        
            
        
        
            
                MtlX Cellnoise3D
            
         
- 
        
            
        
        
            
                MtlX Checkers 2D
            
         Checkerboard pattern. 
- 
        
            
        
        
            
                MtlX Chiang Hair Absorption from Color
            
         Calculates hair absorption from a color. 
- 
        
            
        
        
            
                MtlX Chiang Hair BSDF
            
         A BSDF node for Chiang hair shading model. 
- 
        
            
        
        
            
                MtlX Chiang Hair Roughness
            
         Calculates hair roughness for R, TT and TRT component. 
- 
        
            
        
        
            
                MtlX Circle
            
         A circle shape. 
- 
        
            
        
        
            
                MtlX Circles 2D
            
         Pattern of circles or rings. 
- 
        
            
        
        
            
                MtlX Clamp
            
         
- 
        
            
        
        
            
                MtlX Cloverleaf
            
         A cloverleaf shape. 
- 
        
            
        
        
            
                MtlX Color Correct
            
         
- 
        
            
        
        
            
                MtlX Color Cubic Ramp
            
         
- 
        
            
        
        
            
                MtlX Color Ramp
            
         
- 
        
            
        
        
            
                MtlX Combine2
            
         
- 
        
            
        
        
            
                MtlX Combine3
            
         
- 
        
            
        
        
            
                MtlX Combine4
            
         
- 
        
            
        
        
            
                MtlX Conductor Bsdf
            
         A reflection BSDF node based on a microfacet model and a Fresnel curve for conductors/metals. 
- 
        
            
        
        
            
                MtlX Conical Edf
            
         
- 
        
            
        
        
            
                MtlX Constant
            
         
- 
        
            
        
        
            
                MtlX Contrast
            
         Increase or decrease contrast of incoming float/color values using a linear slope multiplier. 
- 
        
            
        
        
            
                MtlX Convert
            
         
- 
        
            
        
        
            
                MtlX Cos
            
         
- 
        
            
        
        
            
                MtlX Create Matrix
            
         
- 
        
            
        
        
            
                MtlX Create Matrix (3×3)
            
         
- 
        
            
        
        
            
                MtlX Crosshatch
            
         A cross-hatch pattern. 
- 
        
            
        
        
            
                MtlX Crossproduct
            
         
- 
        
            
        
        
            
                MtlX Deon Hair Absorption from Melanin
            
         Calculates hair absorption from melanin parameters. 
- 
        
            
        
        
            
                MtlX Determinant
            
         
- 
        
            
        
        
            
                MtlX Dielectric Bsdf
            
         A reflection/transmission BSDF node based on a microfacet model and a Fresnel curve for dielectrics. 
- 
        
            
        
        
            
                MtlX Difference
            
         
- 
        
            
        
        
            
                MtlX Directional Light
            
         
- 
        
            
        
        
            
                MtlX Disjointover
            
         
- 
        
            
        
        
            
                MtlX Disney Principled
            
         
- 
        
            
        
        
            
                MtlX Displacement
            
         A constructor node for the displacement shader. 
- 
        
            
        
        
            
                MtlX Distance
            
         Measure distance between two points. 
- 
        
            
        
        
            
                MtlX Divide
            
         
- 
        
            
        
        
            
                MtlX Dodge
            
         
- 
        
            
        
        
            
                MtlX Dot
            
         
- 
        
            
        
        
            
                MtlX Dotproduct
            
         
- 
        
            
        
        
            
                MtlX Exp
            
         
- 
        
            
        
        
            
                MtlX Extract
            
         
- 
        
            
        
        
            
                MtlX Facing Ratio
            
         Generate a smooth roll-off between two vectors. 
- 
        
            
        
        
            
                MtlX Facing Ratio
            
         
- 
        
            
        
        
            
                MtlX Float Cubic Ramp
            
         
- 
        
            
        
        
            
                MtlX Float Ramp
            
         
- 
        
            
        
        
            
                MtlX Floor
            
         
- 
        
            
        
        
            
                MtlX Fract
            
         The fraction of a float or vector. 
- 
        
            
        
        
            
                MtlX Fractal3D
            
         Zero-centered 3D Fractal noise. 
- 
        
            
        
        
            
                MtlX Frame
            
         
- 
        
            
        
        
            
                MtlX G18 Rec709 To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX G22 Ap1 To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX G22 Rec709 To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Gain
            
         
- 
        
            
        
        
            
                MtlX Generalized Schlick Bsdf
            
         A reflection/transmission BSDF node based on a microfacet model and a generalized Schlick Fresnel curve. 
- 
        
            
        
        
            
                MtlX Generalized Schlick Edf
            
         A fresnel EDF. 
- 
        
            
        
        
            
                MtlX Geometry Color
            
         
- 
        
            
        
        
            
                MtlX Geometry Property Value
            
         
- 
        
            
        
        
            
                MtlX Geometry Property Value Uniform
            
         Reads uniform, non-varying asset path and string primvars. 
- 
        
            
        
        
            
                MtlX Glossiness Anisotropy
            
         
- 
        
            
        
        
            
                MtlX Gltf Colorimage
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Gltf Image
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Gltf Iridescence Thickness
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Gltf Normalmap
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Gooch Shade
            
         
- 
        
            
        
        
            
                MtlX Grid
            
         A grid pattern. 
- 
        
            
        
        
            
                MtlX HSV to RGB
            
         
- 
        
            
        
        
            
                MtlX Hcatmullrom
            
         
- 
        
            
        
        
            
                MtlX Heighttonormal
            
         
- 
        
            
        
        
            
                MtlX Hexagon
            
         A hexagon shape. 
- 
        
            
        
        
            
                MtlX Hinvlinear
            
         
- 
        
            
        
        
            
                MtlX Hsvadjust
            
         Adjust the hue, saturation and value of a color. 
- 
        
            
        
        
            
                MtlX Huniformcubic
            
         
- 
        
            
        
        
            
                MtlX Huniformramp
            
         
- 
        
            
        
        
            
                MtlX If Equal
            
         
- 
        
            
        
        
            
                MtlX If Equal (Boolean)
            
         
- 
        
            
        
        
            
                MtlX If Greater
            
         
- 
        
            
        
        
            
                MtlX If Greater (Boolean)
            
         
- 
        
            
        
        
            
                MtlX If Greater or Equal
            
         
- 
        
            
        
        
            
                MtlX If Greater or Equal (Boolean)
            
         
- 
        
            
        
        
            
                MtlX Image
            
         Samples data from a single image, or from a layer within a multi-layer image. 
- 
        
            
        
        
            
                MtlX In
            
         
- 
        
            
        
        
            
                MtlX Inside
            
         
- 
        
            
        
        
            
                MtlX Invert
            
         
- 
        
            
        
        
            
                MtlX Invertmatrix
            
         
- 
        
            
        
        
            
                MtlX Layer
            
         
- 
        
            
        
        
            
                MtlX Light
            
         
- 
        
            
        
        
            
                MtlX Lin Adobergb To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Lin Displayp3 To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Line
            
         A line shape. 
- 
        
            
        
        
            
                MtlX Ln
            
         
- 
        
            
        
        
            
                MtlX Luminance
            
         Output a grayscale luminance of a color. 
- 
        
            
        
        
            
                MtlX Magnitude
            
         
- 
        
            
        
        
            
                MtlX Mask
            
         
- 
        
            
        
        
            
                MtlX Matte
            
         
- 
        
            
        
        
            
                MtlX Max
            
         
- 
        
            
        
        
            
                MtlX Measured Edf
            
         Constructs an EDF emitting light according to a measured IES light profile. 
- 
        
            
        
        
            
                MtlX Min
            
         
- 
        
            
        
        
            
                MtlX Minus
            
         
- 
        
            
        
        
            
                MtlX Mix
            
         
- 
        
            
        
        
            
                MtlX Modulo
            
         
- 
        
            
        
        
            
                MtlX Multiply
            
         
- 
        
            
        
        
            
                MtlX Noise2D
            
         
- 
        
            
        
        
            
                MtlX Noise3D
            
         3D Perlin noise. 
- 
        
            
        
        
            
                MtlX Normal
            
         
- 
        
            
        
        
            
                MtlX Normalize
            
         
- 
        
            
        
        
            
                MtlX Normalmap
            
         
- 
        
            
        
        
            
                MtlX Not
            
         
- 
        
            
        
        
            
                MtlX Open PBR Anisotropy
            
         
- 
        
            
        
        
            
                MtlX OpenPBR Surface
            
         A physically-based uber-shader. 
- 
        
            
        
        
            
                MtlX Oren Nayar Diffuse Bsdf
            
         A BSDF node for diffuse reflections. 
- 
        
            
        
        
            
                MtlX Out
            
         
- 
        
            
        
        
            
                MtlX Outside
            
         
- 
        
            
        
        
            
                MtlX Over
            
         
- 
        
            
        
        
            
                MtlX Overlay
            
         
- 
        
            
        
        
            
                MtlX PBR Texture Set
            
         Texture sets for MtlX Standard Surface. 
- 
        
            
        
        
            
                MtlX Place2D
            
         Transform incoming UV texture coordinates for 2D texture placement. 
- 
        
            
        
        
            
                MtlX Plus
            
         
- 
        
            
        
        
            
                MtlX Point Light
            
         
- 
        
            
        
        
            
                MtlX Position
            
         
- 
        
            
        
        
            
                MtlX Power
            
         
- 
        
            
        
        
            
                MtlX Premult
            
         
- 
        
            
        
        
            
                MtlX RGB to HSV
            
         
- 
        
            
        
        
            
                MtlX Ramp
            
         A ramp that supports up to 10 control points. 
- 
        
            
        
        
            
                MtlX Ramp Gradiant
            
         A helper node that handles a single control point within a ramp 
- 
        
            
        
        
            
                MtlX Ramp4
            
         
- 
        
            
        
        
            
                MtlX Ramplr
            
         
- 
        
            
        
        
            
                MtlX Ramptb
            
         
- 
        
            
        
        
            
                MtlX Random Color
            
         Random RGB color pattern. 
- 
        
            
        
        
            
                MtlX Random Float
            
         Random float pattern. 
- 
        
            
        
        
            
                MtlX Range
            
         
- 
        
            
        
        
            
                MtlX Rec709 Display To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Reflect
            
         
- 
        
            
        
        
            
                MtlX Refract
            
         
- 
        
            
        
        
            
                MtlX Remap
            
         
- 
        
            
        
        
            
                MtlX Rotate2D
            
         Rotate a vector2 value about the origin in 2D. 
- 
        
            
        
        
            
                MtlX Rotate3D
            
         
- 
        
            
        
        
            
                MtlX Roughness Anisotropy
            
         
- 
        
            
        
        
            
                MtlX Roughness Dual
            
         
- 
        
            
        
        
            
                MtlX Round
            
         
- 
        
            
        
        
            
                MtlX Safe Power
            
         
- 
        
            
        
        
            
                MtlX Saturate
            
         Adjust the saturation of a color. 
- 
        
            
        
        
            
                MtlX Screen
            
         
- 
        
            
        
        
            
                MtlX Separate Color 3
            
         
- 
        
            
        
        
            
                MtlX Separate Color 4
            
         
- 
        
            
        
        
            
                MtlX Separate Vector 3
            
         
- 
        
            
        
        
            
                MtlX Separate Vector 4
            
         
- 
        
            
        
        
            
                MtlX Separate2
            
         
- 
        
            
        
        
            
                MtlX Sheen Bsdf
            
         A microfacet BSDF for the back-scattering properties of cloth-like materials. 
- 
        
            
        
        
            
                MtlX Sign
            
         
- 
        
            
        
        
            
                MtlX Sin
            
         
- 
        
            
        
        
            
                MtlX Smoothstep
            
         
- 
        
            
        
        
            
                MtlX Splitlr
            
         
- 
        
            
        
        
            
                MtlX Splittb
            
         
- 
        
            
        
        
            
                MtlX Spot Light
            
         
- 
        
            
        
        
            
                MtlX Sqrt
            
         
- 
        
            
        
        
            
                MtlX Srgb Displayp3 To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Srgb Texture To Lin Rec709
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Standard Surface
            
         A physically-based shader. 
- 
        
            
        
        
            
                MtlX Standard Surface To Gltf Pbr
            
         A new MaterialX Node 
- 
        
            
        
        
            
                MtlX Standard Surface to USD Preview Surface
            
         Translation shader from Standard Surface to USD Preview Surface. 
- 
        
            
        
        
            
                MtlX Subsurface BSDF
            
         A BSDF for true subsurface scattering. 
- 
        
            
        
        
            
                MtlX Subtract
            
         
- 
        
            
        
        
            
                MtlX Surface
            
         
- 
        
            
        
        
            
                MtlX Surface Material
            
         Constructs a surface shader describing light scattering and emission for closed 'thick' objects. 
- 
        
            
        
        
            
                MtlX Surface Unlit
            
         An unlit surface shader node. 
- 
        
            
        
        
            
                MtlX Switch
            
         
- 
        
            
        
        
            
                MtlX Tan
            
         
- 
        
            
        
        
            
                MtlX Tangent
            
         
- 
        
            
        
        
            
                MtlX Texcoord
            
         
- 
        
            
        
        
            
                MtlX Tiled Circles
            
         A tiled-circle pattern. 
- 
        
            
        
        
            
                MtlX Tiled Cloverleafs
            
         A tiled-cloverleaf pattern. 
- 
        
            
        
        
            
                MtlX Tiled Hexagons
            
         A tiled-hexagon pattern. 
- 
        
            
        
        
            
                MtlX Tiled Image
            
         Samples data from a single image, with provisions for tiling and offsetting the image across uv space. 
- 
        
            
        
        
            
                MtlX Time
            
         
- 
        
            
        
        
            
                MtlX Transformmatrix
            
         
- 
        
            
        
        
            
                MtlX Transformnormal
            
         
- 
        
            
        
        
            
                MtlX Transformpoint
            
         
- 
        
            
        
        
            
                MtlX Transformvector
            
         
- 
        
            
        
        
            
                MtlX Translucent Bsdf
            
         A BSDF node for pure diffuse transmission. 
- 
        
            
        
        
            
                MtlX Transpose
            
         
- 
        
            
        
        
            
                MtlX Triangle Wave
            
         A triangle-wave pattern. 
- 
        
            
        
        
            
                MtlX Triplanar Projection
            
         
- 
        
            
        
        
            
                MtlX UDIM Offset
            
         Manually set UDIM texture coordinates. 
- 
        
            
        
        
            
                MtlX UDIM Patch
            
         Extract the UDIM patch from texture coordinates. 
- 
        
            
        
        
            
                MtlX USD Preview Surface
            
         MaterialX flavor of USD Preview Surface shader 
- 
        
            
        
        
            
                MtlX USD Primvar Reader
            
         MaterialX flavor of USD Primvar Reader 
- 
        
            
        
        
            
                MtlX USD Transform 2D
            
         MaterialX flavor of USD Transform 2D shader 
- 
        
            
        
        
            
                MtlX USD UV Texture
            
         MaterialX flavor of USD UV Texture shader 
- 
        
            
        
        
            
                MtlX USD UV Texture
            
         MaterialX flavor of USD UV Texture 2.3 shader 
- 
        
            
        
        
            
                MtlX Unified Noise 2D
            
         
- 
        
            
        
        
            
                MtlX Unified Noise 3D
            
         
- 
        
            
        
        
            
                MtlX Uniform Edf
            
         An EDF node for uniform emission. 
- 
        
            
        
        
            
                MtlX Unpremult
            
         
- 
        
            
        
        
            
                MtlX View Direction
            
         
- 
        
            
        
        
            
                MtlX Volume
            
         A constructor node for the volume shader type. 
- 
        
            
        
        
            
                MtlX Volume Material
            
          A volume material. 
- 
        
            
        
        
            
                MtlX Worley Noise 2D
            
         
- 
        
            
        
        
            
                MtlX Worley Noise 3D
            
         
- 
        
            
        
        
            
                MtlX Xor
            
         
- 
        
            
        
        
            
                MtlX Xxor
            
         
- 
        
            
        
        
            
                MtlX glTF Pbr
            
         A PBR shader from glTF-2.0. 
- 
        
            
        
        
            
                MtlX gltf image (vector)
            
         A new MaterialX Node 
- 
        
        
            
                Mtlx Complement
            
          Returns complementary float value.  
- 
        
        
            
                Mtlx Complement Color
            
          Returns complementary RGB color  
- 
        
            
        
        
            
                Multiply
            
         Outputs the product of its inputs. 
- 
        
            
        
        
            
                Multiply Add Constant
            
         Will take the input value, add the pre-add amount, multiply by the
constant multiplier, then add the post-add amount. 
- 
        
            
        
        
            
                Multiply Constant
            
         Multiplies the incoming value by a constant. 
- 
        
            
        
        
            
                Near Point
            
         Finds closest point in a given geometry file. 
- 
        
            
        
        
            
                Negate
            
         Negates the incoming integer, float, vector or vector4 value. 
- 
        
            
        
        
            
                Neighbor Count File
            
         Count the number of connected points from a given point in a given geometry file (or op:path) 
- 
        
            
        
        
            
                Neighbor File
            
         Finds the nth neighbouring point for a given point in a given geometry file. 
- 
        
            
        
        
            
                Neighbors
            
         Retrieves an array of indices to the points connected to the given point. 
- 
        
            
        
        
            
                Non-Deterministic Random
            
         A non-deterministic random number generator. 
- 
        
        
            
                Normal Clamp
            
         Clamp shading normals to prevent bad reflection directions 
- 
        
        
            
                Normal Falloff
            
         Generates a falloff value based on the relationship between the normal and incident vectors. 
- 
        
            
        
        
            
                Normalize
            
         Normalizes a vector. 
- 
        
            
        
        
            
                Not
            
         This operator performs a logical not operation on an integer value,
returning 1 if the input is zero, and 0 if the input is non-zero. 
- 
        
            
        
        
            
                Null
            
         Passes the inputs to the output with an optional name change.  
- 
        
        
            
                OCIO Color Transform
            
         Transforms color spaces using OpenColorIO. 
- 
        
        
            
                OCIO Color Transform View
            
         Transforms color spaces into a View using OpenColorIO. 
- 
        
        
            
                OSL Bias
            
         
- 
        
        
            
                OSL Calculate Normal
            
         
- 
        
        
            
                OSL Dx/Dy/Dz
            
         
- 
        
        
            
                OSL Environment Map
            
         
- 
        
        
            
                OSL Gain
            
         
- 
        
            
        
        
            
                OSL Generic Shader Builder
            
         Implements an OSL shader. 
- 
        
        
            
                OSL Logarithm
            
         
- 
        
        
            
                OSL Step
            
         
- 
        
        
            
                OSL Texture Map
            
         
- 
        
        
            
                OSL Transform
            
         
- 
        
        
            
                OSL Transform Color
            
         
- 
        
            
        
        
            
                Occlusion
            
         Computes ambient occlusion at the point P with the normal N. 
- 
        
            
        
        
            
                Ocean Sample Layers
            
         Sample ocean values from layered ocean spectra at the specified position and time. 
- 
        
            
        
        
            
                Offset Transform
            
         Offsets a KineFX transformation matrix by the given transform. 
- 
        
            
        
        
            
                OpenSubdiv Face Count
            
         Returns the number of coarse faces in the subdivision hull  
- 
        
            
        
        
            
                OpenSubdiv First Patch
            
         Returns the patch of the first patch for a given face in the subdivision hull. 
- 
        
            
        
        
            
                OpenSubdiv Limit
            
         Evaluates a point attribute on the limit of a subdivision surface and all 
partial derivatives with respect to the given attribute. 
- 
        
            
        
        
            
                OpenSubdiv Limit Surface
            
         Evaluates a point attribute on the limit of a subdivision surface. 
- 
        
            
        
        
            
                OpenSubdiv Lookup Face
            
         Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch. 
- 
        
            
        
        
            
                OpenSubdiv Lookup Patch
            
         Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face. 
- 
        
            
        
        
            
                OpenSubdiv Patch Count
            
         Returns the number of patches in the subdivision hull  
- 
        
            
        
        
            
                Or
            
         This operator performs a logical or operation between its inputs and returns 1 or 0 . 
- 
        
        
            
                Oren-Nayar
            
         Generates a color using the Oren-Nayar diffuse lighting model calculation. 
- 
        
            
        
        
            
                Orient
            
         Reorients a vector representing a direction by multiplying it by a
4×4 transform matrix. 
- 
        
            
        
        
            
                Oscillations
            
         Returns an anti-aliased cosine or sine wave. 
- 
        
            
        
        
            
                Outer Product
            
         Computes the outer product of a pair of vectors. 
- 
        
            
        
        
            
                Output Variables and Parameters
            
         Provides inputs representing the writable output variables of
the shader network. 
- 
        
            
        
        
            
                PBR Emission
            
         Makes a shaded surface emissive. 
- 
        
            
        
        
            
                PBR Hair Primary Reflection
            
         Produce a hair BSDF. 
- 
        
            
        
        
            
                PBR Hair Secondary Reflection
            
         Produce a hair BSDF. 
- 
        
            
        
        
            
                PBR Hair Transmission
            
         Produce a hair BSDF. 
- 
        
        
            
                PBR Lighting
            
         Evaluate Lighting Using PBR. 
- 
        
            
        
        
            
                PBR Metallic Reflection
            
         Computes metallic reflections. 
- 
        
            
        
        
            
                PBR Non-Metallic
            
         Computes reflections and refractions for dielectric (non-metallic) materials. 
- 
        
        
            
                PBR SSS
            
         Creates an approximate SSS BSDF. 
- 
        
        
            
                PBR Single Scatter
            
         Creates a Single Subsurface Scatter BSDF. 
- 
        
            
        
        
            
                PBR Volume Phase Function
            
         
- 
        
            
        
        
            
                Parameter
            
         Represents a user-controllable parameter. 
- 
        
            
        
        
            
                Parent Blend
            
         Blends between KineFX transforms with an offset computed from the given bind transforms. 
- 
        
            
        
        
            
                Parent Constraint
            
         Constrains a KineFX point’s parent to a new world transform. 
- 
        
            
        
        
            
                Periodic Noise
            
         Generates 1D and 3D Perlin noise from 1D, 3D and 4D data. 
- 
        
            
        
        
            
                Periodic Worley Noise
            
         Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous
with cell noise. 
- 
        
            
        
        
            
                Photon Output Variables
            
         Performs photon russian roulette. 
- 
        
            
        
        
            
                Physical SSS
            
         Outputs surface color based on a physically-based subsurface
scattering model. This node an do physically correct single scattering and/or multiple scattering. 
- 
        
        
            
                Physically Based Diffuse
            
         Produce a normalized diffuse bsdf. 
- 
        
            
        
        
            
                Pixel Area
            
         Returns the area of the current pixel after being transformed to the
new UV coordinate uvpos. 
- 
        
            
        
        
            
                Pixel Derivative
            
         Returns U and V derivatives of the current pixel. 
- 
        
            
        
        
            
                Plane Clip
            
         Clips the line segment defined by p1 and p2 against the 3D plane
defined by the following equation: plane. 
- 
        
            
        
        
            
                Plane Count
            
         Returns the number of planes in the input. 
- 
        
            
        
        
            
                Plane Exists
            
         Returns the name of the plane with the index plane_index in input input_index. 
- 
        
            
        
        
            
                Plane Index
            
         Returns the index of the plane with the name plane_index in input input_index. 
- 
        
            
        
        
            
                Plane Name
            
         Returns the name of the plane with the index plane_index in input input_index. 
- 
        
            
        
        
            
                Plane Size
            
         Returns the number of components in the plane with the index
plane_index in input input_index. 
- 
        
            
        
        
            
                Point Bounding Box
            
         Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry. 
- 
        
        
            
                Point Cloud Close
            
         This node closes a point cloud handle opened by pcopen. 
- 
        
        
            
                Point Cloud Export
            
         This node exports point data while inside a pcunshaded loop. 
- 
        
        
            
                Point Cloud Farthest
            
         This node finds the farthest query point produced by pcopen. 
- 
        
        
            
                Point Cloud Filter
            
         This node filters the points queried by pcopen. 
- 
        
            
        
        
            
                Point Cloud Find
            
         Returns a list of closest points from a file 
- 
        
            
        
        
            
                Point Cloud Find Radius
            
         Returns a list of closest points from a file taking into account their radii. 
- 
        
        
            
                Point Cloud Import
            
         This node imports point data while inside a pciterate or pcunshaded loop. 
- 
        
        
            
                Point Cloud Import by Index
            
         This node imports point data from a pcopen. 
- 
        
        
            
                Point Cloud Iterate
            
         This node advances to the next iteration point returned by pcopen. 
- 
        
        
            
                Point Cloud Num Found
            
         This node returns the number of points found by pcopen. 
- 
        
        
            
                Point Cloud Open
            
         This node opens a point cloud file and searches for points around a source position. 
- 
        
        
            
                Point Cloud Unshaded
            
         This node advances to the next unshaded iteration point returned by pcopen. 
- 
        
        
            
                Point Cloud Write
            
         This function writes data for the current shading point out to a point cloud file. 
- 
        
            
        
        
            
                Point Count
            
         Returns the number of points for all primitives in the given
geometry. 
- 
        
            
        
        
            
                Point In Group
            
         Returns 1 if the point specified by the point number is in the group
specified by the string. 
- 
        
            
        
        
            
                Point Instance Procedural
            
         The underlying procedural when using Fast Point Instancing with the 
instance render parameters. 
- 
        
            
        
        
            
                Point Loop
            
         Only available in Image3D VOP networks. 
- 
        
            
        
        
            
                Point Replicate
            
         The Point Replicate Procedural takes a number of input points and multiplies 
them, and processes the result using a CVEX script. 
- 
        
            
        
        
            
                Pop
            
         Removes the last element of an array and returns it. 
- 
        
            
        
        
            
                Pose Difference
            
          Compute the difference between point transforms on two SOP skeletons.  
- 
        
            
        
        
            
                Power
            
         Raises the first argument to the power of the second argument. 
- 
        
            
        
        
            
                Primitive Attribute
            
         Evaluates an attribute for a given primitive at the specified uv parametric location. 
- 
        
            
        
        
            
                Primitive Intrinsic
            
         Evaluates an intrinsic on a given primitive. 
- 
        
            
        
        
            
                Primitive Normal
            
         Returns the normal of a primitive (defined by its number) at the
given uv parametric location. 
- 
        
            
        
        
            
                Principled Shader
            
         An artist-friendly shader that can model a large number of materials realistically. 
- 
        
            
        
        
            
                Principled Shader
            
         An artist-friendly shader that can model a large number of materials realistically. 
- 
        
            
        
        
            
                Print
            
         Generate a formatted text string. 
- 
        
        
            
                Promote Layer Exports
            
         Promotes the export variables from the Shader Layer struct to the parent
shader 
- 
        
        
            
                Properties
            
         
- 
        
            
        
        
            
                Pyro Blackbody
            
         Converts a temperature value into color (chroma) and intensity according 
to the blackbody radiation model. 
- 
        
            
        
        
            
                Pyro Color Correct
            
         Provides color correction functions. 
- 
        
            
        
        
            
                Pyro Color Model
            
         Provides constant, artistic, and physically correct (blackbody) tint as
well as color correction functions. 
- 
        
            
        
        
            
                Pyro Color Volume
            
         Provides functions for editing color fields by conditioning the field 
values, adding noise, filtering, and color correction. 
- 
        
            
        
        
            
                Pyro Density Volume
            
         Provides functions for editing fields such as density by conditioning
the field values, adding noise, and filtering. 
- 
        
            
        
        
            
                Pyro Displace
            
         
- 
        
            
        
        
            
                Pyro Field
            
         
- 
        
            
        
        
            
                Pyro Noise
            
         
- 
        
            
        
        
            
                Pyro Shader
            
          Flexible, production-quality smoke, fire, and explosions shader.  
- 
        
            
        
        
            
                Pyro Shader - Classic
            
         Flexible, production-quality fire and smoke shader. 
- 
        
            
        
        
            
                Pyro Shader Core
            
         Provides the core functionality needed to build a high-quality volumetric shader. 
- 
        
            
        
        
            
                Quaternion
            
         Takes an angle and an axis and constructs the quaternion representing the rotation about that axis. 
- 
        
            
        
        
            
                Quaternion Conjugate
            
         Computes the conjugate of a quaternion. 
- 
        
            
        
        
            
                Quaternion Distance
            
         Computes distance between quaternions in radians. 
- 
        
            
        
        
            
                Quaternion Invert
            
         Takes an quaternion inverts it.. 
- 
        
            
        
        
            
                Quaternion Multiply
            
         Performs a quaternion multiplication with its two inputs. 
- 
        
            
        
        
            
                Quaternion to Angle/Axis
            
         Converts a quaternion to angle/axis form. 
- 
        
            
        
        
            
                Quaternion to Euler
            
         Converts a quaternion to a vector representing euler angles. 
- 
        
            
        
        
            
                Quaternion to Matrix3
            
         Converts a vector4, representing a quaternion, to a matrix3 value,
representing the same rotation. 
- 
        
            
        
        
            
                RGB to HSV
            
         Converts RGB color space to HSV color space. 
- 
        
            
        
        
            
                RSL Gather Loop
            
         Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays. 
- 
        
            
        
        
            
                Radians to Degrees
            
         Converts radians to degrees. 
- 
        
            
        
        
            
                Rainbow
            
         Generates a non-repeating rainbow color ramp by modulating the hue
over the range of the parametric coordinate s and using the
given saturation and value to compute the HSV color. 
- 
        
        
            
                Ramp Filter
            
         Adds anti-aliased analytical filtering to the output of a Ramp Parameter
VOP. 
- 
        
            
        
        
            
                Ramp Parameter
            
         Represents a user-editable ramp parameter. 
- 
        
            
        
        
            
                Ramps
            
         Generates repeating filtered ramps. 
- 
        
            
        
        
            
                Random
            
         Generates a random number based on the position in one, three, or
four dimensions. 
- 
        
            
        
        
            
                Random Binary Random Jitter
            
         Generates a random number in a BRJ sequence. 
- 
        
            
        
        
            
                Random Sobol
            
         Generates a random number in a Sobol sequence. 
- 
        
        
            
                Random Value
            
         
- 
        
            
        
        
            
                Ray Bounce Level
            
         Returns the current ray-bounce level. 
- 
        
            
        
        
            
                Ray Bounce Weight
            
         Returns the amount that the current bounce level will contribute to
the final pixel color. 
- 
        
            
        
        
            
                Ray Hit
            
         This operator sends a ray from the position P along the direction
specified by the direction D, and returns the distance to the object
intersected or a negative number if not object found. 
- 
        
            
        
        
            
                Ray Trace
            
         Sends a ray starting at origin P and in the direction specified by
the normalized vector D. 
- 
        
            
        
        
            
                Realistic Shoulder
            
         Propagates rotation from the arm to the clavicle point in a KineFX skeleton. 
- 
        
            
        
        
            
                Reflect
            
         Returns the vector representing the reflection of the direction
against the normal vector. 
- 
        
            
        
        
            
                Reflected Light
            
         Computes the amount of reflected light which hits the surface. 
- 
        
            
        
        
            
                Refract
            
         Computes the refraction ray given an incoming direction, the
normalized normal and an index of refraction. 
- 
        
            
        
        
            
                Refracted Light
            
         Sends a ray starting at origin P and in the direction specified by
the normalized vector I. 
- 
        
            
        
        
            
                Regex Find
            
         Finds the given regular expression in the string. 
- 
        
            
        
        
            
                Regex Findall
            
         Finds all instances of the given regular expression in the string. 
- 
        
            
        
        
            
                Regex Match
            
         Result 1 if the entire input string matches the expression. 
- 
        
            
        
        
            
                Regex Replace
            
         Replaces instances of find_regex with replace_regex. 
- 
        
            
        
        
            
                Regex Split
            
         Splits the given string based on regex match. 
- 
        
            
        
        
            
                Relative to Bounding Box
            
         Returns the relative position of the point given with respect to the bounding box of the specified geometry. 
- 
        
            
        
        
            
                Relative to Point Bounding Box
            
         Returns the relative position of the point given with respect to the bounding box of the specified geometry. 
- 
        
            
        
        
            
                Remove Index
            
         Removes an item at the given index from an array. 
- 
        
            
        
        
            
                Remove Key
            
         Removes an item at the given key from a dictionary. 
- 
        
            
        
        
            
                Remove Point
            
         Removes points from the geometry. 
- 
        
            
        
        
            
                Remove Primitive
            
         
- 
        
            
        
        
            
                Remove Value
            
         Removes an item from an array. 
- 
        
            
        
        
            
                Render State
            
         Gets state information from the renderer. 
- 
        
        
            
                RenderMan Bias
            
         
- 
        
        
            
                RenderMan Calculate Normal
            
         
- 
        
        
            
                RenderMan Deriv
            
         
- 
        
        
            
                RenderMan Du/Dv
            
         
- 
        
        
            
                RenderMan Environment Map
            
         
- 
        
        
            
                RenderMan Gain
            
         
- 
        
        
            
                RenderMan Illuminance Loop
            
         
- 
        
        
            
                RenderMan Illuminate Construct
            
         
- 
        
        
            
                RenderMan Import Value
            
         
- 
        
        
            
                RenderMan Indirect Diffuse
            
         
- 
        
        
            
                RenderMan Logarithm
            
         
- 
        
        
            
                RenderMan Occlusion
            
         
- 
        
        
            
                RenderMan Ray Information
            
         
- 
        
        
            
                RenderMan Render State Information
            
         
- 
        
        
            
                RenderMan Shadow Map
            
         
- 
        
        
            
                RenderMan Step
            
         
- 
        
        
            
                RenderMan Surface Color
            
         
- 
        
        
            
                RenderMan Texture Map
            
         
- 
        
        
            
                RenderMan Texture Map Information
            
         
- 
        
        
            
                RenderMan Transform
            
         
- 
        
        
            
                RenderMan Transform Color
            
         
- 
        
        
            
                RenderMan Z-Depth From Camera
            
         
- 
        
            
        
        
            
                Reorder
            
         Reorders items in an array or string. 
- 
        
            
        
        
            
                Report Error
            
         Optionally report a custom VEX error or warning. 
- 
        
        
            
                Reshape Value
            
         Modulates input value using a variety of methods. 
- 
        
            
        
        
            
                Resolution
            
         Returns the pixel resolution of an input. 
- 
        
            
        
        
            
                Resolve Mapping Attribute
            
         Resolves a mapping dictionary attribute to a KineFX point number. 
- 
        
            
        
        
            
                Rest Position
            
         Checks if the geometry attribute rest is bound and, if so, uses it
as the rest position for shading. 
- 
        
            
        
        
            
                Return
            
         Generates a return statement inside a method or a function defined by the parent subnet. 
- 
        
            
        
        
            
                Reverse
            
         Adds an item to an array or string. 
- 
        
            
        
        
            
                Reverse Foot
            
         Rotates the foot around custom pivots specific to a reverse foot KineFX set-up. 
- 
        
            
        
        
            
                Rings
            
         Generates repeating filtered rings. 
- 
        
            
        
        
            
                Ripples
            
         Generates repeating ripples. 
- 
        
            
        
        
            
                Rotate
            
         Applies a rotation by 'angle' radians to the given 3×3 or 4×4
matrix. 
- 
        
            
        
        
            
                Rotate by Quaternion
            
         Rotates a vector by a quaternion. 
- 
        
            
        
        
            
                Round to Integer
            
         Rounds the argument to the closest integer. 
- 
        
            
        
        
            
                Rounded Hexes
            
         Generates repeating filtered rounded hexagons. 
- 
        
            
        
        
            
                Rounded Stars
            
         Generates repeating filtered rounded five-pointed stars. 
- 
        
            
        
        
            
                Run External Program Procedural
            
         This procedural will run an external application in order to generate geometry at render time. 
- 
        
        
            
                SSS Component
            
         Adds energy conservation functionality and additional controls to the Physical SSS VOP. 
- 
        
            
        
        
            
                Sample Sphere
            
         Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction. 
- 
        
            
        
        
            
                Scale
            
         Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z
axes. 
- 
        
            
        
        
            
                Scales
            
         Generates a scale-like pattern and returns the displaced position,
normal, and displacement amount. 
- 
        
            
        
        
            
                Set Agent Clip Names
            
         Sets the current animation clips for an agent primitive. 
- 
        
            
        
        
            
                Set Agent Clip Times
            
         Sets the current times for an agent primitive’s animation clips. 
- 
        
            
        
        
            
                Set Agent Clip Weights
            
         Sets the blend weights for an agent primitive’s animation clips. 
- 
        
            
        
        
            
                Set Agent Layer
            
         Sets the current layers or collision layers of an agent primitive. 
- 
        
            
        
        
            
                Set Agent Transforms
            
         Overrides the transforms of an agent primitive. 
- 
        
        
            
                Set Attribute
            
         
- 
        
            
        
        
            
                Set CHOP Attribute
            
         Sets a CHOP attribute value. 
- 
        
            
        
        
            
                Set Channel Tranform
            
         Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode. 
- 
        
            
        
        
            
                Set Channel Value
            
         Sets a channel value when evaluating a Channel VOP in Channel/Sample modes. 
- 
        
            
        
        
            
                Set Dictionary Element
            
         Sets the value at the specified key. 
- 
        
            
        
        
            
                Set Element
            
         Sets the element at the specified index. 
- 
        
        
            
                Set Layer Component
            
         Sets a layer’s components to new values. 
- 
        
            
        
        
            
                Set Layer Export
            
         Adds layer exports to the Shader Layer struct 
- 
        
            
        
        
            
                Set Matrix Component
            
         Assigns a value to one of the matrix’s components. 
- 
        
            
        
        
            
                Set Matrix2 Component
            
         Assigns a value to one of the matrix2's components. 
- 
        
            
        
        
            
                Set Matrix3 Component
            
         Assigns a value to one of the matrix3's components. 
- 
        
            
        
        
            
                Set Point Transform
            
         Sets one point transform at a given point ID. 
- 
        
            
        
        
            
                Set Point Transforms
            
         Sets arrays of point transforms at an array of point IDs. 
- 
        
        
            
                Set Primitive Vertex
            
         
- 
        
            
        
        
            
                Set Vector Component
            
         Assigns a value to one of the vector’s components. 
- 
        
            
        
        
            
                Set Vector2 Component
            
         Assigns a value to one of the vector2's components. 
- 
        
            
        
        
            
                Set Vector4 Component
            
         Assigns a value to one of the vector4's components. 
- 
        
            
        
        
            
                Shader Output Export Variables
            
         Represents export parameters in a shader call. 
- 
        
            
        
        
            
                Shader Output Global Variables
            
         Represents global variables that are bound as output parameters in a shader call. 
- 
        
            
        
        
            
                Shading Area
            
         Computes the shading area of the given variable. 
- 
        
            
        
        
            
                Shading Derivative
            
         Computes the derivative of a given variable with respect to the s or
t parametric coordinate. 
- 
        
            
        
        
            
                Shading Layer Parameter
            
         Creates a parameter to appear in the signature of the VEX function
defined by the VOP network (VOPNET). 
- 
        
            
        
        
            
                Shading Normal
            
         Computes the normal at the location specified by the P position. 
- 
        
            
        
        
            
                Shadow
            
         This shader calls the shadow shader inside an illuminance loop. 
- 
        
            
        
        
            
                Shadow Map
            
         Shadow Map treats the depth map as if the image were rendered from a
light source. 
- 
        
            
        
        
            
                Shadow Matte
            
         Implements a shadowmatte shader that occludes geometry behind the
surface being rendered. 
- 
        
            
        
        
            
                Sign
            
         Returns -1 if the input is less than 0, otherwise it returns 1. 
- 
        
            
        
        
            
                Sine
            
         Performs a sine function. 
- 
        
            
        
        
            
                Skin Shader Core
            
         A skin shader with three levels of subsurface scattering. 
- 
        
            
        
        
            
                Sky Box
            
         Creates a sky noise pattern with volumetric clouds. 
- 
        
            
        
        
            
                Slice
            
         Slices a sub-string or sub-array of a string or array. 
- 
        
            
        
        
            
                Smooth
            
         Computes a number between zero and one. 
- 
        
            
        
        
            
                Smooth Rotation
            
         Returns the closest equivalent Euler rotations to a reference rotation. 
- 
        
            
        
        
            
                Snippet
            
         Runs a VEX snippet to modify the incoming values. 
- 
        
        
            
                Soft Clip
            
         Increases or decreases contrast for values at the top of the input range. 
- 
        
            
        
        
            
                Soft Dots
            
         Generates repeating soft dots. 
- 
        
            
        
        
            
                Sort
            
         Returns the array sorted in increasing order. 
- 
        
        
            
                Specular
            
         Generates a color using the selected specular lighting model calculation. 
- 
        
        
            
                Specular Sheen
            
         Generates a color using a specular lighting model with a Fresnel falloff calculation. 
- 
        
            
        
        
            
                Spherical Linear Interp
            
         Computes a spherical linear interpolation between its two quaternion
inputs, and outputs the intermediate quaternion. 
- 
        
            
        
        
            
                Splatter
            
         Generates a splatter pattern and returns the splatter amount. 
- 
        
            
        
        
            
                Spline
            
         Computes either a Catmull-Rom (Cardinal) spline or a Linear spline
between the specified key points, given an interpolant (u)
in the domain of the spline. 
- 
        
            
        
        
            
                Split String
            
         Splits a string into tokens. 
- 
        
            
        
        
            
                Sprites Procedural
            
         This procedural will render points as sprites. 
- 
        
            
        
        
            
                Square Root
            
         Computes the square root of the argument. 
- 
        
            
        
        
            
                Starts With
            
         Result 1 if the string starts with the specified string. 
- 
        
            
        
        
            
                Stash Transform
            
         Stashes a KineFX transform matrix as a constant. 
- 
        
            
        
        
            
                String Length
            
         Returns the length of the string. 
- 
        
            
        
        
            
                String to Character
            
         Converts an UTF8 string into a codepoint. 
- 
        
            
        
        
            
                Strip
            
         Strips leading and trailing whitespace from a string. 
- 
        
            
        
        
            
                Stripes
            
         Generates repeating filtered stripes. 
- 
        
            
        
        
            
                Struct
            
         Creates, modifies, or de-structures an instance of a structured datatype. 
- 
        
            
        
        
            
                Struct Pack
            
         Bundles input values into an instance of an ad-hoc struct. 
- 
        
            
        
        
            
                Struct Unpack
            
         Extracts one or more values from a struct by member name. 
- 
        
            
        
        
            
                Sub Network
            
         Contains other VOP operators. 
- 
        
            
        
        
            
                Subnet Connector
            
         Represents an input or an output (or both) of the parent VOP subnet. 
- 
        
            
        
        
            
                Subnet Input
            
         Allows the connection of operators outside a subnet to operators
inside the subnet. 
- 
        
            
        
        
            
                Subnet Output
            
         Allows the connection of operators inside a subnet to operators
outside the subnet. 
- 
        
            
        
        
            
                Subtract
            
         Outputs the result of subtracting all its inputs. 
- 
        
            
        
        
            
                Subtract Constant
            
         Subtracts the specified constant value from the incoming integer, float,
vector or vector4 value. 
- 
        
        
            
                Surface Color
            
         Generates a basic color with a choice of tinting with the point color and/or a color map. 
- 
        
            
        
        
            
                Surface Distance
            
         Finds the shortest distance between a point and a source point group. 
- 
        
            
        
        
            
                Switch
            
         Switches between network branches based on the value of an input. 
- 
        
        
            
                Switch Lighting BSDF
            
         Use a different bsdf for direct or indirect lighting. 
- 
        
            
        
        
            
                Swizzle Vector
            
         Rearranges components of a vector. 
- 
        
            
        
        
            
                Swizzle Vector2
            
         Rearranges components of a vector2. 
- 
        
            
        
        
            
                Swizzle Vector4
            
         Rearranges components of a vector4. 
- 
        
            
        
        
            
                Tangent
            
         Performs a tangent function. 
- 
        
        
            
                Tangent Normal
            
         Transform an input normal to UV/tangent space 
- 
        
        
            
                Tangent Normal Remap
            
         Transform an input normal from UV/tangent to current space 
- 
        
        
            
                Tangent Normals
            
         Exports shader normals as a render plane. 
- 
        
            
        
        
            
                Tetrahedron Adjacent
            
         Returns primitive number of an adjacent tetrahedron. 
- 
        
            
        
        
            
                Tetrahedron Adjacent
            
         Returns vertex indices of each face of a tetrahedron. 
- 
        
            
        
        
            
                Texture
            
         Computes a filtered sample of the texture map specified and returns
an RGB or RGBA color. 
- 
        
            
        
        
            
                Texture 3D
            
         Returns the value of a 3D image at a specified position within that
image. 
- 
        
            
        
        
            
                Texture 3D Box
            
         Queries the 3D texture map specified and returns the bounding box
information for the given channel in the min and max corner
vectors. 
- 
        
            
        
        
            
                Texture Map
            
         
- 
        
            
        
        
            
                Thin Film Fresnel
            
         Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction. 
- 
        
            
        
        
            
                Tiled Boxes
            
         Generates staggered rectangular tiles. 
- 
        
            
        
        
            
                Tiled Hexagons
            
         Generates staggered hexagonal tiles. 
- 
        
            
        
        
            
                Timing
            
         Returns the frame range and rate of the given input. 
- 
        
            
        
        
            
                Title Case
            
         Returns a string that is the titlecase version of the input string. 
- 
        
            
        
        
            
                To Lower
            
         Returns a string that is the lower case version of the input string. 
- 
        
            
        
        
            
                To NDC
            
         Transforms a position into normal device coordinates. 
- 
        
        
            
                To NDC
            
         
- 
        
            
        
        
            
                To Polar
            
         Converts cartesian coordinates to polar coordinates. 
- 
        
            
        
        
            
                To Upper
            
         Returns a string that is the upper case version of the input string. 
- 
        
        
            
                Trace
            
         Uses the vex gather function to send a ray and return with the reflected or refracted colors. 
- 
        
            
        
        
            
                Transform
            
         Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space. 
- 
        
            
        
        
            
                Transform From Path
            
         Constructs a KineFX transform matrix from a position on a path. 
- 
        
            
        
        
            
                Transform From Surface
            
         Constructs a KineFX transform matrix from a position on a geometry’s surface. 
- 
        
            
        
        
            
                Transform Matrix
            
         
- 
        
            
        
        
            
                Translate
            
         Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w
axes. 
- 
        
            
        
        
            
                Transpose
            
         
- 
        
            
        
        
            
                Trigonometric Functions
            
         Performs a variety of trigonometric functions. 
- 
        
            
        
        
            
                Turbulent Noise
            
         Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation. 
- 
        
            
        
        
            
                Two Bone IK
            
         Perform a simple two-bone IK solve 
- 
        
            
        
        
            
                Two Sided
            
         Generates a two sided surface. 
- 
        
            
        
        
            
                Two Way Switch
            
         Takes an integer input. 
- 
        
            
        
        
            
                USD Global Variables
            
         Provides outputs representing commonly used input variables for processing USD primitive attributes inside an Attribute VOP LOP. 
- 
        
        
            
                USD Preview Surface
            
         USD Preview Surface shader 
- 
        
        
            
                USD Prim Var Reader
            
         
- 
        
        
            
                USD Prim Var Reader
            
         USD Prim Var Reader shader 
- 
        
        
            
                USD Transform 2D
            
         
- 
        
            
        
        
            
                USD Transform 2D
            
         Represents a standard USD primitive for transforming texture co-ordinates. 
- 
        
            
        
        
            
                USD UV Texture
            
         Represents a standard USD primitive for looking up texture values. 
- 
        
        
            
                UV Coords
            
         Returns texture coordinates or geometric s and t, depending on what is defined. 
- 
        
            
        
        
            
                UV Noise
            
         Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input. 
- 
        
            
        
        
            
                UV Planar Project
            
         Computes UV co-ordinates projected along a single axis, derived from the position of an object, and generates a mask relative to the projection axis. 
- 
        
            
        
        
            
                UV Position
            
         
- 
        
            
        
        
            
                UV Project
            
         Assigns texture coordinates based on the specified projection
type. 
- 
        
            
        
        
            
                UV Transform
            
         Transforms texture coordinates by the inverse of the matrix
consisting of the translation, rotation, and scale amounts. 
- 
        
            
        
        
            
                UV Tri-planar Project
            
         Projects texture maps along X, Y, and Z axes and blends them together at the seams. 
- 
        
            
        
        
            
                Undulatus
            
         Generates a 2D, wave like cloud pattern. 
- 
        
            
        
        
            
                Unified Noise
            
         Presents a unified interface and uniform output range for all the noise types available in VEX. 
- 
        
            
        
        
            
                Unified Noise Static
            
         Presents a unified interface and uniform output range for all the noise types available in VEX. 
- 
        
        
            
                Unique Value Count of Attribute
            
         
- 
        
        
            
                Unique Values of Attribute
            
         
- 
        
            
        
        
            
                VOP Force Global
            
         Provides outputs that represent all the global variables for the
Force VOP network type. 
- 
        
            
        
        
            
                VOP Force Output Variables
            
          Simple output variable for VOP Force Networks. 
- 
        
            
        
        
            
                Vector Cast
            
         Converts between different vector types. 
- 
        
            
        
        
            
                Vector To Float
            
         Unpacks a vector into its three components. 
- 
        
            
        
        
            
                Vector To Quaternion
            
         Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis. 
- 
        
            
        
        
            
                Vector To Vector4
            
         Converts a vector to a vector4. 
- 
        
            
        
        
            
                Vector to Matrix3
            
         Converts rows values to a 3×3 matrix value. 
- 
        
            
        
        
            
                Vector to Vector2
            
         Converts a vector to a vector2 and also returns the third component of the vector. 
- 
        
            
        
        
            
                Vector2 To Float
            
         Unpacks a vector2 into its two components. 
- 
        
            
        
        
            
                Vector2 To Vector
            
         Converts a vector2 to a vector. 
- 
        
            
        
        
            
                Vector2 To Vector4
            
         Converts a pair of vector2s into a vector4. 
- 
        
            
        
        
            
                Vector2 to Matrix2
            
         Converts rows values to a 2×2 matrix value. 
- 
        
            
        
        
            
                Vector4 to Float
            
         Unpacks a vector4 into its four components. 
- 
        
            
        
        
            
                Vector4 to Matrix
            
         Converts rows values to a 4×4 matrix value. 
- 
        
            
        
        
            
                Vector4 to Vector
            
         Converts a vector4 to a vector and also returns the fourth component
of the vector4. 
- 
        
            
        
        
            
                Vector4 to Vector2
            
         Converts a vector4 to a pair of vector2s.. 
- 
        
            
        
        
            
                Veins
            
         Generates an anti-aliased vein pattern that can be used in any VEX
context. 
- 
        
            
        
        
            
                Vex Volume Procedural
            
         This procedural will generate a volume from a CVEX shader. 
- 
        
            
        
        
            
                Visualize
            
         Exports a vis_ prefixed attribute. 
- 
        
        
            
                Volume Density to Opacity
            
         Computes the opacity of a uniform volume given a density. 
- 
        
            
        
        
            
                Volume Gradient
            
         Calculates the gradient of a volume primitive stored in a disk
file. 
- 
        
            
        
        
            
                Volume Index
            
         Gets the value of a voxel from a volume primitive stored in a disk file. 
- 
        
            
        
        
            
                Volume Index To Pos
            
         Calculates the position of a voxel in a volume primitive stored in
a disk file. 
- 
        
            
        
        
            
                Volume Index Vector
            
         Gets the vector value of a voxel from a volume primitive stored in a disk file. 
- 
        
        
            
                Volume Model
            
         A shading model for volume rendering. 
- 
        
            
        
        
            
                Volume Pos To Index
            
         Calculates the voxel closest to a voxel of a volume primitive stored in
a disk file. 
- 
        
            
        
        
            
                Volume Resolution
            
         Gets the resolution of a volume primitive stored in a disk file. 
- 
        
            
        
        
            
                Volume Sample
            
         Samples the value of a volume primitive stored in a disk file. 
- 
        
            
        
        
            
                Volume Sample Vector
            
         Samples the vector value of a volume primitive stored in a disk file. 
- 
        
            
        
        
            
                Volume VOP Global Parameters
            
         Provides outputs that represent all the global variables for the
Volume VOP network type. 
- 
        
            
        
        
            
                Volume VOP Output Variables
            
          Simple output variable for Volume VOP Networks. 
- 
        
            
        
        
            
                Voronoi Noise
            
         Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley
noise but has additional control over jittering. 
- 
        
            
        
        
            
                Wave Vector
            
         Computes the wave vector for a given index in a grid of specified size. 
- 
        
            
        
        
            
                Waves
            
         Simulates rolling waves with choppiness of various frequencies, and
outputs the positional and normal displacements as well
as the amount of displacement. 
- 
        
        
            
                Wire Pattern
            
         Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates. 
- 
        
            
        
        
            
                Worley Noise
            
         Computes 1D, 3D, and 4D Worley noise, which is synonymous with cell
noise. 
- 
        
        
            
                XPU Pyro Preview
            
          Simplified smoke, fire, and explosions shader for Karma XPU.  
- 
        
            
        
        
            
                XYZ Distance
            
         Finds closest position on a primitive in a given geometry file. 
- 
        
            
        
        
            
                Xor
            
         Performs a logical xor operation between its inputs. 
- 
        
        
            
                _lensshader_common
            
         
- 
        
            
        
        
            
                argsort
            
         Returns the indices of a sorted version of an array. 
- 
        
            
        
        
            
                mtlxopen_pbr_surface_to_standard_surface
            
         Conversion of Open PBR node to the Standard Surface Node   
- 
        
            
        
        
            
                mtlxstandard_surface_to_open_pbr_surface
            
         Conversion of Standard Surface Node To Open PBR  
- 
        
        
            
                roundededge
            
         Blends the normals between faces within specified radius.