Reflectivity
Intensity of the primary reflection layer.
Roughness
Roughness of the primary reflection layer.
A skin shader with three levels of subsurface scattering.
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Color
The skin’s diffuse color.
Amount
The amount of subsurface scattering to perform. This blends linearly between pure diffuse shading and subsurface scattering.
Note
Subsurface scattering with a very low distance setting looks very similar to diffuse shading, making it possible to achieve good blending just by varying (texturing) the distance or color values.
However, this parameter may be a more convenient way of masking off scattering areas.
Distance Multiplier
Multiplies the scattering distances of the individual components below.
Subsurface scattering layer for shallow features.
Color
The color of this scattering layer.
Scattering Distance
The scattering distance of this layer.
Weight
The weight of this layer. The component weights of all layers are added and normalized.
Color
The color of this scattering layer.
Scattering Distance
The scattering distance of this layer.
Weight
The weight of this layer. The component weights of all layers are added and normalized.
Color
The color of this scattering layer.
Scattering Distance
The scattering distance of this layer.
Weight
The weight of this layer. The component weights of all layers are added and normalized.
Reflectivity
Intensity of the primary reflection layer.
Roughness
Roughness of the primary reflection layer.
Reflectivity
Intensity of the secondary reflection layer.
Roughness
Roughness of the secondary reflection layer.
See also |
Computes the absolute value of the argument.
Outputs the sum of its inputs.
Adds a new attribute.
Adds the specified constant value to the incoming integer, float, vector or vector4 value.
Adds points to the geometry.
Adds the point specified to the group given.
Adds primitives to the geometry.
Multiply steerforce by steerweight attributes and normalize results by total steerweight.
Adds vertices to the geometry.
Layers a wind force onto a simulation.
Advects a position by a set of volume primitives stored in a disk file.
Returns all of the animation clips that have been loaded for an agent primitive.
Returns the length (in seconds) of an agent’s animation clip.
Returns an agent primitive’s current animation clips.
Samples an agent’s animation clip at a specific time.
Returns the sample rate of an agent’s animation clip.
Returns the current times for an agent primitive’s animation clips.
Returns the blend weights for an agent primitive’s animation clips.
Converts transforms between local space and world space for an agent primitive.
Returns the transform that each shape in an agent’s layer is bound to.
Returns the name of the current layer or collision layer of an agent.
Returns the names of the shapes referenced by an agent primitive’s layer.
Returns all of the layers that have been loaded for an agent primitive.
Returns the child transforms of a transform in an agent primitive’s rig.
Finds the index of a transform in an agent primitive’s rig.
Returns the parent transform of a transform in an agent primitive’s rig.
Returns the number of transforms in an agent primitive’s rig.
Returns the name of each transform in an agent primitive’s rig.
Returns the current local or world space transforms of an agent primitive.
Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.
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.
Generates a color using ambient lighting model calculation.
Performs a logical "and" operation between its inputs and returns 1 or 0.
Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise.
Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise.
Adds an item to an array or string.
Performs the atan2() function
Checks whether a value exists in an array.
Finds the first location of an item in an array or string.
Finds all locations of an item in an array or string.
Produces the length of an array.
Computes attenuated falloff.
Outputs the average of its inputs.
Computes the average value of a vector argument.
Tints a BSDF with separate control over colorization and luminance.
Export shading for use in bake image planes
Represents an attribute bound to VEX.
Takes a float input as a bias to blend between three input regions.
Marks the start of a code block.
Marks the start of a for loop block.
Marks the start of a for-each loop block.
Marks the start of an if code block.
Marks the end of a code block.
Marks the end of a code block.
Marks the end of a while code block.
Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.
Generates repeating filtered squares.
Generates a brick pattern based on the parametric s and t coordinates.
Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction.
A basic brushed metal shader.
Outputs the array consisting of its inputs as array elements.
Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount.
Compute a tangent-space normal map from a bump map
Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
Returns a pixel value in one of the 4 input COPs connected to the VEX COP.
Container for a CVEX shader implementation.
Simulates car paint with embedded metallic flakes and a coat layer.
Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
Returns the smallest integer greater than or equal to the argument.
Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.
Computes 2D, anti-aliased cellular noise suitable for shading.
Converts an unicode codepoint to a UTF8 string.
Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.
Clamps the input data between the minimum and maximum values.
Downcasts a generic (anonymous) co-shader object to a specific co-shader
Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement.
A powerful, highly flexible, generic surface shader with displacement.
Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.
Looks up a single sample of RGB or RGBA color from a disk image.
Computes a blend (or a mix) of its two color inputs, and outputs the resulting color.
Compares two values and returns true or false.
Computes the complement of the argument by subtracting the argument from 1.
Computes lighting using Physically Based Rendering.
This node gives finer control over handling of the normal attribute in VOPs.
Compute surface tangents in different ways.
Outputs a physically correct reflection factor for conductive materials.
Clamp the reflectivity of a bsdf to 1.
Outputs a constant value of any VEX data type.
Increases or decreases contrast for values at the bottom of the input range.
Takes a single input of any data type.
Performs a cosine function.
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.
Creates a new point group with the name specified.
Computes the cross product between two vectors, defined as the vector perpendicular to both input vectors.
Creates divergence-free 3D noise using a curl function.
Creates divergence-free 2D noise using a curl function.
Computes surface curvature.
An OTL that performs composting of texture maps.
Converts degrees to radians.
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.
Computes the determinant of a 4×4 or 3×3 matrix.
Internal VOP used to compute direct lighting.
Displaces surface position and modifies surface normals.
Displaces the surface along the surface normal by a given amount.
Modifies normals and/or positions based on a texture map.
Returns the distance between two 3D or 4D points.
Returns the closest distance between a point and a line segment defined by two end points.
Outputs the result of dividing each input value by the next.
Divides the incoming integer, float, vector or vector4 value by the specified constant value.
Computes the dot product between two vectors.
Outputs sanitized dual rest values based.
Sanitizes dual rest attribute data for easier use.
Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal.
Returns a new surface normal (N) which has a slight fine grained bump on it.
Result 1 if the string ends with the specified string.
Sets the environment map (on an infinite sphere) and returns its color.
Builds a quaternion with the given euler rotation.
Computes the exponential function of the argument.
Extracts the translation, rotation, scale or shear component of a 4×4 transform matrix.
Outputs and opacity value which can be used to approximate caustic lighting effects.
Sends a ray from the position P along the direction specified by the direction D.
Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.
Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.
Filters the input.
Sends a ray from the position P along the direction specified by the direction D, a…
Computes the anti-aliased weight of the step function.
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.
Takes the value in the source range and shifts it to the corresponding value in the destination range.
Takes the value in the source range and shifts it to the corresponding value in the destination range.
Converts a float value to an integer value.
Converts sixteen floating-point values to a 4×4 matrix value.
Converts four floating-point values to a matrix2 value.
Converts nine floating-point values to a matrix3 value.
Converts three floating-point values to a vector value.
Converts two floating-point values to a vector2 value.
Converts four floating-point values to a vector4 value.
Returns the largest integer less than or equal to the argument.
Generates 1D and 3D Perlin Flow Noise from 3D and 4D data.
Computes the fractional component of the argument.
Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
Transforms a position from normal device coordinates to the coordinates in the appropriate space.
Transforms a position from normal device coordinates to the coordinates in the appropriate space.
Converts polar coordinates to cartesian coordinates.
Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).
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.
Creates a set of hair-like curves across a surface at render time.
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.
Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.
Performs a fuzzy "and" operation between its inputs and returns a value between 0 and 1.
Performs a defuzzify operation between its input fuzzy sets and returns a crisp value.
Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node.
"This node represents two inferred fuzzy sets that are mirrors of one another.
Performs a "fuzzify" operation that calculates a fuzzy value given a membership function and an input crisp value.
This operator performs a fuzzy not operation on an integer or float value.
Detects obstacles in an agent’s field of view.
Performs a fuzzy "or" operation between its inputs and returns a value between 0 and 1.
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.
Generates a random number fitting a Gaussian distribution.
Generates a random number fitting a Gaussian distribution.
Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth.
Geometry VOP Global Parameters
Provides outputs that represent all the global variables for the Attribute VOP network types.
Simple output variable for Geometry VOP Networks.
Compute the reflectivity of a bsdf.
Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP.
Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP.
Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
Gets a specified element from array.
Obtains a value of the export variable added to the Shader Layer struct.
Extracts a 4×4 matrix component.
Extracts a 2×2 matrix3 component.
Extracts a 3×3 matrix3 component.
Gets the transform matrix of a named object in camera (current) space.
Extracts a vector component.
Extracts a vector2 component.
Extracts a vector4 component.
Generates anti-aliased gingham checks similar to a tablecloth pattern.
Provides outputs that represent all the global variables for the current VOP network type.
Returns the gradient of a single channel 3D texture image at a specified position within that image.
Converts HSV color space to RGB color space.
Generates a normal vector which always faces the camera, parallel to the incidence vector.
A powerful, highly flexible, general model for hair/fur shading.
Returns 1 if the specified input (0-3) is connected.
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.
Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude.
Passes through the value of the first input if the first input is ultimately connected.
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).
This procedural will generate a volume from a 3D texture image (.i3d file).
Imports attribute data from the OP connected to the given input.
Imports the value of the specified variable from a displacement shader and stores it in var.
Imports the value of the specified variable from a light shader and stores it in var.
Import Properties from OpenColorIO
Imports a color space property from Open Color IO.
Imports the value of the specified variable sent from a trace() function and stores it in var.
Imports the value of the specified variable from a surface shader and stores it in var.
Returns 1 if the point or primitive is in the group specified by the string.
Internal VOP used to compute indirect lighting.
Write VEX code that is put directly into your shader or operator definition.
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.
Converts an integer value to a float value.
Computes the intersection of a ray with geometry.
Computes all the intersections of a ray with geometry.
If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity).
Computes the irradiance (the global illumination) at the point P with the normal N.
Result 1 if all the characters in the string are alphabetic.
Outputs 1 if the input is ultimately connected, otherwise it outputs 0.
Result 1 if all the characters in the string are numeric.
Returns 1 if the number is a normal number, ie, not infinite or NAN.
Returns 1 if the shader is being evaluated from within a fog shader.
Returns true if the normal of the surface is forward facing, and false if it isn’t.
Returns 1 if the number is not a number.
Returns 1 if the shader is being evaluated for shadow rays.
Concatenate all the strings of an array inserting a common spacer.
Generates a color using the Lambert diffuse lighting model calculation.
Combines two layers using standard compositing operations.
Outputs a mix of the two input layers, blended using the alpha value.
Computes the length of an array
Computes the length of a 3D or 4D vector.
Performs a lighting model calculation to generate a color.
Selectively clamps values to a minimum and/or maximum value.
Computes the natural logarithm function of the argument.
Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.
Computes the luminance of the RGB color specified by the input parameter.
Builds a general 4×4 transform matrix derived from the standard copy/instance attributes
Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space.
Builds a general 4×4 transform matrix.
Generates a Mandelbrot pattern.
A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties.
Unpacks a 4×4 matrix into its sixteen components.
Unpacks a 4×4 matrix into its rows.
Unpacks a 2×2 matrix2 into its four components.
Converts a 2×2 matrix to a 3×3 matrix.
Converts a 2×2 matrix to a 4×4 matrix.
Unpacks a 2×2 matrix into its rows.
Unpacks a 3×3 matrix3 into its nine components.
Converts a 3×3 matrix to a 2×2 matrix.
Converts a matrix3, representing a rotation, to a quaternion representing the same rotation.
Unpacks a 3×3 matrix into its rows.
Converts a 4×4 matrix to a 2×2 matrix.
Implements a matte shader that occludes geometry behind the surface being rendered.
Computes the maximum value of a vector argument.
Outputs the maximum value from its inputs.
Takes a handle generated by the Meta-Loop Start operator and will import attributes…
Takes a handle generated by the Meta-Loop Start operator and will "iterate" to the …
Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified.
Returns the value of the given point attribute at the specified position in the metaball field.
Returns the density of the metaball field at the specified position.
Transforms the specified position into the local space of the metaball.
Returns the metaweight of the geometry at a given position.
Returns true if the specified metadata exists.
Returns metadata from one of the 4 input COPs connected to the VEX COP.
Represents a method inside a class-based shader.
Invokes a given method on a given struct or co-shader object.
Represents a method argument list inside a class-based shader.
Represents a method inside a class-based shader.
Computes the minimum value of a vector argument.
Outputs the minimum value from its inputs.
Finds closest position on a primitive in a given geometry file.
Computes a blend (or a mix) of its input values using linear interpolation.
Computes the modulo of two values.
Outputs the product of its inputs.
Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount.
Multiplies the incoming value by a constant.
Finds closest point in a given geometry file.
Negates the incoming integer, float, vector or vector4 value.
Count the number of connected points from a given point in a given geometry file (or op:path)
Finds the nth neighbouring point for a given point in a given geometry file.
Retrieves an array of indices to the points connected to the given point.
A non-deterministic random number generator.
Clamp shading normals to prevent bad reflection directions
Generates a falloff value based on the relationship between the normal and incident vectors.
Normalizes a vector.
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.
Passes the inputs to the output with an optional name change.
Transforms color spaces using Open Color IO.
Implements an OSL shader.
Computes ambient occlusion at the point P with the normal N.
Sample ocean values from layered ocean spectra at the specified position and time.
Returns the number of coarse faces in the subdivision hull
Returns the patch of the first patch for a given face in the subdivision hull.
Evaluates a point attribute on the limit of a subdivision surface.
Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch.
Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face.
Returns the number of patches in the subdivision hull
This operator performs a logical "or" operation between its inputs and returns 1 or 0 .
Generates a color using the Oren-Nayar diffuse lighting model calculation.
Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix.
Returns an anti-aliased cosine or sine wave.
Computes the outer product of a pair of vectors.
Output Variables and Parameters
Provides inputs representing the writable output variables of the shader network.
Makes a shaded surface emissive.
Produce a hair BSDF.
Produce a hair BSDF.
Produce a hair BSDF.
Evaluate Lighting Using PBR.
Computes metallic reflections.
Creates an approximate SSS BSDF.
Creates a Single Subsurface Scatter BSDF.
Produce a normalized diffuse bsdf.
Represents a user-controllable parameter.
Generates 1D and 3D Perlin noise from 1D, 3D and 4D data.
Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous with "cell noise".
Performs photon russian roulette.
Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering.
Returns the area of the current pixel after being transformed to the new UV coordinate uvpos.
Returns U and V derivatives of the current pixel.
Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.
Returns the number of planes in the input.
Returns the name of the plane with the index plane_index in input input_index.
Returns the index of the plane with the name plane_index in input input_index.
Returns the name of the plane with the index plane_index in input input_index.
Returns the number of components in the plane with the index plane_index in input input_index.
Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
This node closes a point cloud handle opened by pcopen.
This node exports point data while inside a pcunshaded loop.
This node finds the farthest query point produced by pcopen.
This node filters the points queried by pcopen.
Returns a list of closest points from a file
Returns a list of closest points from a file taking into account their radii.
This node imports point data while inside a pciterate or pcunshaded loop.
This node imports point data from a pcopen.
This node advances to the next iteration point returned by pcopen.
This node returns the number of points found by pcopen.
This node opens a point cloud file and searches for points around a source position.
This node advances to the next unshaded iteration point returned by pcopen.
This function writes data for the current shading point out to a point cloud file.
Returns the number of points for all primitives in the given geometry.
Returns 1 if the point specified by the point number is in the group specified by the string.
The underlying procedural when using Fast Point Instancing with the instance render parameters.
Only available in Image3D VOP networks.
The Point Replicate Procedural takes a number of input points and multiplies them, and processes the result using a CVEX script.
Removes the last element of an array and returns it.
Raises the first argument to the power of the second argument.
Evaluates an attribute for a given primitive at the specified uv parametric location.
Evaluates an intrinsic on a given primitive.
Returns the normal of a primitive (defined by its number) at the given uv parametric location.
An artist-friendly shader that can model a large number of materials realistically.
An artist-friendly shader that can model a large number of materials realistically.
Generate a formatted text string.
Promotes the export variables from the Shader Layer struct to the parent shader
Pxr AOV Light shader
Pxr Adjust Normal shader
Pxr Std Area Light light shader
Pxr Attribute shader
Pxr Background Display Filter shader
Pxr Background Sample Filter shader
Pxr Bake Point Cloud shader
Pxr Bake Texture shader
Pxr Barn Light Filter shader
Pxr Black shader
Pxr Black Body pattern shader
Pxr Blend shader
Pxr Blocker light filter shader
Pxr Blocker Light Filter shader
Pxr Bump shader
Pxr Bump Manifold 2d shader
Pxr Camera shader
Pxr Checker shader
Pxr Clamp shader
Pxr Color Correct shader
Pxr Combiner Light Filter shader
Pxr Constant shader
Pxr Cookie Light Filter shader
Pxr Copy AOV Display Filter shader
Pxr Copy AOV Sample Filter shader
Pxr Cross shader
Pxr DebugShadingContext shader
Pxr Default integrator shader
Pxr Direct Lighting integrator shader
Pxr Dirt shader
Pxr Disk Light shader
Pxr Disney bxdf shader
Pxr Disp Transform shader
Pxr Disp Vector Layer shader
Pxr Displace shader
Pxr Displacement shader
Pxr Display Filter Combiner shader
Pxr Disps Calar Layer shader
Pxr Distant Light shader
Pxr Dome Light shader
Pxr Dot shader
Pxr Envday Light shader
Pxr Exposure shader
Pxr FacingRatio shader
Pxr Filmic Tone Mapper Display Filter
Pxr Filmic Tone Mapper Display Filter shader
Pxr Filmic Tone Mapper Sample Filter
Pxr Filmic Tone Mapper Sample Filter shader
Pxr Flakes shader
Pxr Fractal pattern shader
Pxr Fractialize shader
Pxr Gamma shader
Pxr Geometric AOVs shader
Pxr Gobo light filter shader
Pxr Gobolight Filter shader
Pxr Grade Display Filter shader
Pxr Grade Sample Filter shader
Pxr Hair Color shader.
Pxr Half Buffer Error Filter shader.
Pxr Hsl shader
Pxr Image Display Filter shader
Pxr Image Plane Filter shader
Pxr Int Mult Light Filter shader
Pxr Invert shader
Pxr Layer shader
Pxr Layer Mixer shader
Pxr Layered Texture shader
Pxr Layeredblend shader
Pxr Light Probe shader
Pxr Lightemission shader
Pxr Lmdiffuse shader
Pxr Lmglass shader
Pxr Lmlayer shader
Pxr Lmmixer shader
Pxr Lmplastic shader
Pxr Lmsubsurface shader
Pxr Manifold 3D manifold shader
Pxr Manifold2d shader
Pxr Manifold3dn shader
Pxr Marschnerhair shader
Pxr Matteid shader
Pxr Mesh Light shader
Pxr Mix shader
Pxr Multi Texture shader
Pxr Normalmap shader
Pxr Occlusion shader
Pxr Omini Directional Stereo
Pxr Osl shader
Pxr Path Tracer integrator shader
Pxr Portal Light shader
Pxr Primvar shader
Pxr Projection Stack shader
Pxr Projectionlayer shader
Pxr Projector shader
Pxr Ptexture shader
Pxr Ramp shader
Pxr Ramp Light Filter shader
Pxr Random Texture Manifold shader.
Pxr Rect Light shader
Pxr Remap shader
Pxr Rod Light Filter shader
Pxr Rolling Shutter shader
Pxr Roundcube shader
Pxr Sample Filter Combiner shader
Pxr Seexpr shader
Pxr Shaded Side shader
Pxr Shadow Display Filter shader
Pxr Shadow Filter shader
Pxr Sphere Light shader
Pxr Std Env Day Light light shader
Pxr Std Env Map Light light shader
Pxr Surface shader
Pxr Tangentfield shader
Pxr Tee shader
Pxr Texture shader
Pxr Thinfilm shader
Pxr Threshold shader
Pxr Tile Manifold shader
Pxr Tofloat shader
Pxr Tofloat3 shader
Pxr UPBP shader
Pxr VCM integrator shader
Pxr Validatebxdf shader
Pxr Variable shader
Pxr Vary shader
Pxr Visualizer shader
Pxr Volume shader
Pxr Voronoise pattern shader
Pxr White Point Display Filter
Pxr White Point Display Filter shader
Pxr White Point Sample Filter shader
Pxr Worley shader
PxrLm Metal shader
Converts a temperature value into color (chroma) and intensity according to the blackbody radiation model.
Provides color correction functions.
Provides constant, artistic, and physically correct (blackbody) tint as well as color correction functions.
Provides functions for editing color fields by conditioning the field values, adding noise, filtering, and color correction.
Provides the core functionality needed to build a high-quality volumetric shader.
Provides functions for editing fields such as density by conditioning the field values, adding noise, and filtering.
Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
Computes distance between quaternions in radians.
Takes an quaternion inverts it..
Performs a quaternion multiplication with its two inputs.
Converts a quaternion to angle/axis form.
Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.
Converts RGB color space to HSV color space.
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.
Implements an RSL material.
Converts radians to degrees.
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.
Adds anti-aliased analytical filtering to the output of a Ramp Parameter VOP.
Represents a user-editable ramp parameter.
Generates repeating filtered ramps.
Generates a random number based on the position in one, three, or four dimensions.
Generates a random number in a Sobol sequence.
Returns the current ray-bounce level.
Returns the amount that the current bounce level will contribute to the final pixel color.
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.
Sends a ray starting at origin P and in the direction specified by the normalized vector D.
Returns the vector representing the reflection of the direction against the normal vector.
Computes the amount of reflected light which hits the surface.
Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction.
Sends a ray starting at origin P and in the direction specified by the normalized vector I.
Finds the given regular expression in the string.
Finds all instances of the given regular expression in the string.
Result 1 if the entire input string matches the expression.
Replaces instances of find_regex with replace_regex.
Splits the given string based on regex match.
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.
Removes an item at the given index from an array.
Removes points from the geometry.
Removes an item from an array.
Gets state information from the renderer.
Reorders items in an array or string.
Optionally report a custom VEX error or warning.
Modulates input value using a variety of methods.
Returns the pixel resolution of an input.
Checks if the geometry attribute "rest" is bound and, if so, uses it as the rest position for shading.
Generates a return statement inside a method or a function defined by the parent subnet.
Adds an item to an array or string.
Generates repeating filtered rings.
Generates repeating ripples.
Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.
Rotates a vector by a quaternion.
Rounds the argument to the closest integer.
Blends the normals between faces within specified radius.
Generates repeating filtered rounded hexagons.
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.
Adds energy conservation functionality and additional controls to the Physical SSS VOP.
Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction.
Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.
Generates a scale-like pattern and returns the displaced position, normal, and displacement amount.
Requests the rendered color from a specified direction
Returns an average direction, color, depth, and strength.
Renders the surrounding environment
Requests the rendered depth from a specified direction
Saves the rendered panorama to a specified output file
Saves sensor data to image files.
Sets the current animation clips for an agent primitive.
Sets the current times for an agent primitive’s animation clips.
Sets the blend weights for an agent primitive’s animation clips.
Sets the current layer or collision layer of an agent primitive.
Overrides the transforms of an agent primitive.
Sets a CHOP attribute value.
Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode.
Sets a channel value when evaluating a Channel VOP in Channel/Sample modes.
Sets the element at the specified index.
Adds layer exports to the Shader Layer struct
Assigns a value to one of the matrix’s components.
Assigns a value to one of the matrix2's components.
Assigns a value to one of the matrix3's components.
Assigns a value to one of the vector’s components.
Assigns a value to one of the vector2's components.
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.
Computes the shading area of the given variable.
Computes the derivative of a given variable with respect to the s or t parametric coordinate.
Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).
Computes the normal at the location specified by the P position.
This shader calls the shadow shader inside an illuminance loop.
Shadow Map treats the depth map as if the image were rendered from a light source.
Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
Returns -1 if the input is less than 0, otherwise it returns 1.
Performs a sine function.
A skin shader with three levels of subsurface scattering.
Slices a sub-string or sub-array of a string or array.
Computes a number between zero and one.
Returns the closest equivalent Euler rotations to a reference rotation.
Runs a VEX snippet to modify the incoming values.
Increases or decreases contrast for values at the top of the input range.
Generates repeating soft dots.
Returns the array sorted in increasing order.
Generates a color using the selected specular lighting model calculation.
Generates a color using a specular lighting model with a Fresnel falloff calculation.
Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion.
Generates a splatter pattern and returns the splatter amount.
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.
Splits a string into tokens.
This procedural will render points as sprites.
Computes the square root of the argument.
Result 1 if the string starts with the specified string.
Returns the length of the string.
Converts an UTF8 string into a codepoint.
Strips leading and trailing whitespace from a string.
Generates repeating filtered stripes.
Creates, modifies, or de-structures an instance of a structured datatype.
Bundles input values into an instance of an ad-hoc struct.
Extracts one or more values from a struct by member name.
Contains other VOP operators.
Represents an input or an output (or both) of the parent VOP subnet.
Allows the connection of operators outside a subnet to operators inside the subnet.
Allows the connection of operators inside a subnet to operators outside the subnet.
Outputs the result of subtracting all its inputs.
Subtracts the specified constant value from the incoming integer, float, vector or vector4 value.
Generates a basic color with a choice of tinting with the point color and/or a color map.
Switches between network branches based on the value of an input.
Use a different bsdf for direct or indirect lighting.
Rearranges components of a vector.
Rearranges components of a vector2.
Rearranges components of a vector4.
Performs a tangent function.
Transform an input normal to UV/tangent space
Transform an input normal from UV/tangent to current space
Exports shader normals as a render plane.
Returns primitive number of an adjacent tetrahedron.
Returns vertex indices of each face of a tetrahedron.
Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.
Returns the value of a 3D image at a specified position within that image.
Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors.
Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
Generates staggered rectangular tiles.
Generates staggered hexagonal tiles.
Returns the frame range and rate of the given input.
Returns a string that is the titlecase version of the input string.
Returns a string that is the lower case version of the input string.
Transforms a position into normal device coordinates.
Converts cartesian coordinates to polar coordinates.
Returns a string that is the upper case version of the input string.
Uses the vex gather function to send a ray and return with the reflected or refracted colors.
Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.
Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.
Performs a variety of trigonometric functions.
Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.
Generates a two sided surface.
Takes an integer input.
Returns texture coordinates or geometric s and t, depending on what is defined.
Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input.
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.
Assigns texture coordinates based on the specified projection type.
Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts.
Projects texture maps along X, Y, and Z axes and blends them together at the seams.
Presents a unified interface and uniform output range for all the noise types available in VEX.
Presents a unified interface and uniform output range for all the noise types available in VEX.
Provides outputs that represent all the global variables for the Force VOP network type.
Simple output variable for VOP Force Networks.
Converts between different vector types.
Unpacks a vector into its three components.
Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis.
Converts a vector to a vector4.
Converts rows values to a 3×3 matrix value.
Converts a vector to a vector2 and also returns the third component of the vector.
Unpacks a vector2 into its two components.
Converts a vector2 to a vector.
Converts a pair of vector2s into a vector4.
Converts rows values to a 2×2 matrix value.
Unpacks a vector4 into its four components.
Converts rows values to a 4×4 matrix value.
Converts a vector4 to a vector and also returns the fourth component of the vector4.
Converts a vector4 to a pair of vector2s..
Generates an anti-aliased vein pattern that can be used in any VEX context.
This procedural will generate a volume from a CVEX shader.
Exports a vis_ prefixed attribute.
Computes the opacity of a uniform volume given a density.
Calculates the gradient of a volume primitive stored in a disk file.
Gets the value of a voxel from a volume primitive stored in a disk file.
Calculates the position of a voxel in a volume primitive stored in a disk file.
Gets the vector value of a voxel from a volume primitive stored in a disk file.
A shading model for volume rendering.
Calculates the voxel closest to a voxel of a volume primitive stored in a disk file.
Gets the resolution of a volume primitive stored in a disk file.
Samples the value of a volume primitive stored in a disk file.
Samples the vector value of a volume primitive stored in a disk file.
Provides outputs that represent all the global variables for the Volume VOP network type.
Simple output variable for Volume VOP Networks.
Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering.
Computes the wave vector for a given index in a grid of specified size.
Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.
Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
Computes 1D, 3D, and 4D Worley noise, which is synonymous with "cell noise".
Finds closest position on a primitive in a given geometry file.
Performs a logical "xor" operation between its inputs.
Add a clip into an agent’s definition.
Returns the indices of a sorted version of an array.