Houdini 16.0 VEX

Using VEX expressions

On this page


Several nodes in Houdini let you write short VEX expressions or snippets of VEX code. For example, the Point Wrangle, Attrib Wrangle geometry nodes; Geometry Wrangle, and Gas Field Wrangle dynamics nodes, and particle dynamics nodes.

These VEX expressions run on each element (point, particle, edge, primitive, voxel, depending on the node type) passing through the node. The code can read the values of node parameters and geometry attributes, and set special variables to change values in the input geometry.


The Python SOP is similar but lets you edit geometry using a Python snippet.

Why VEX for ad-hoc modifications?

For performance reasons, Houdini is moving toward doing ad-hoc geometry modifications with VEX operating on attributes, rather than HScript expressions operating on local variables and external channel references.

  • Using VEX and attributes has major performance benefits over HScript expressions and local variables. It runs faster and automatically supports threading and parallel computation.

  • Working directly on attributes instead of local variables actually has some ease-of-use advantages, since the naming of local variables could be inconsistent with the underlying attribute’s name, and inconsistent from node to node.

  • In HScript expressions, getting the value of an attribute that didn’t already have a local variable mapping set up in the node was a chore (for example, point(opinputpath(".",0), $PT, "my_var", 0)). In VEX this is much easier: v@my_var. Since technical work in Houdini often revolves around attributes, this can actually make VEX expressions a lot simpler than the equivalent HScript expressions.

  • Passing information down the network on attributes is inherently friendlier to parallel processing than using external references on later nodes to data on earlier nodes.

  • Currently, VEX operations are supported inside compiled SOP blocks, but HScript expressions using local variables cannot be compiled.

  • VEX has gained equivalents of most HScript expression functions, and is easier to use for things like array and string processing, with conveniences such as Python-like array/string slicing.

As users work on ever-larger and more complex geometry, threading and parallel processing become more and more important to get acceptable performance. This simple fact is the reason why VEX will only become more widely used to replace HScript expressions for ad-hoc geometry manipulation.

HScript will probably always be available for certain jobs where it’s handier than VEX. For geometry manipulation, however, wrangling and VEX/VOPs is the way forward, and it’s worthwhile to learn the new workflow.


A VEX snippet parameter lets you enter a snippet of VEX code. See the list of VEX functions.

VEX has a concept of "contexts". Some functions are only available in certain contexts (for example, functions for accessing geometry information in the SOP context). A VEX snippet runs in the CVEX context.


  • Each statement must end with a semicolon (;)!

  • // and /* ... */ can be used for comments.

  • In VEX, trigonometry functions such as sin() and cos() use radians, not degrees.

  • Vector attributes are handled as @v.x rather than $VX. That is, you get one @v vector value of which you access the x, y, or z component using dot notation, rather than getting three separate variable $VX, $VY, and $VZ.

  • rand() produces vector noise when applied to a vector variable. This can be unexpected, like in the force example, where you may have expected all components of the force to be randomized equally by @id. Use a float() cast to force it scalar.

Accessing parameter values

In the snippet, you can read/write the value of a parameter on the node using parameter_id. To get the internal ID of a parameter, hover over the parameter name in the parameter editor. The tooltip will show Parameter: id. For example, in the Particle Color DOP, the ID of the Color parameter is color.

color = @Cd 

Multi-component parameters are accessed as vectors. For example, the Position parameter has the internal name t:

// Set the translation
t = {0, 1, 0};

You can use the dot operator to access individual components of the parameter:

// Move one unit along the X axis
t.x = t.x + 1;


To access the value of a user created parameter, use chv() vex function.

Accessing geometry attributes

In the snippet, you can read/write the value of an attribute using @attribute_name. For example, to read or write to the P (position) attribute, use @P in the VEX code.

  • Particle DOPs can access particle attributes but can’t modify them. Instead they affect the particles by varying the parameter values per-particle. See writing particle VEX expressions.

  • In the Volume Wrangle node, you can use @volume_name to read or write to a volume.

  • If you write to a @attribute in the VEX code and the attribute does not exist, Houdini will create it. (The Volume Wrangle node will not create new volumes this way.)

Houdini knows to cast certain attributes using the appropriate VEX datatype. The following table lists known attributes that are automatically cast. (Automatic casting does not work if you use @opinputn_name to access a different input.)

VEX type

Attribute names

vector (3 floats)

@P, @accel, @center, @dPdx, @dPdy, @dPdz, @Cd, @N, @scale, @force, @rest, @torque, @up, @uv, @v

vector4 (4 floats)

@backtrack, @orient, @rot


@id, @ix, @iy, @iz, @nextid, @pstate, @resx, @resy, @resz, @ptnum, @vtxnum, @primnum, @numpt, @numvtx, @numprim, @group_*


@name, @instance

All other @ references are cast as float. To manually specify the VEX datatype for an attribute, you must add a character representing the type before the @ sign. For example, to cast the foo attribute as a string, you would use s@foo.

The following table lists the available datatypes and the corresponding characters.

VEX type




vector2 (2 floats)


vector (3 floats)


vector4 (4 floats)




matrix2 (2×2 floats)


matrix3 (3×3 floats)


matrix (4×4 floats)




Accessing attributes on other inputs

If the node has more than one input, you can get an attribute from a different input by prefixing the name with opinputinputnum_, for example v@opinput1_P. This reads the named attribute from the same element (point/primitive/vertex) on the numbered input (where the first input is input 0, the second input is 1, and so on).

The "same element" may be the element with the same index in the other input (for example, when you're processing point number 10, @opinput1_P would give you the P attribute on point number 10 in the second input).

However, nodes can have an "Attribute to Match" parameter that lets you match up "same" elements based on the value of an attribute. For example, if you used id as the "attribute to match", and you were processing a polygon with attribute id set to 12, then @opinput1_P would give you the P attribute on the polygon in the second input that also has id set to 12. Check the parameters of the node in which you're writing the snippet.


You can bind arrays by appending [], as in

i[]@connected_pts = neighbours(0, @ptnum);

For example, the following code loads the foo attribute as a vector and copies it to the P (position) attribute. You don’t need to specify the type of the P attribute because it’s one of the known attributes Houdini casts automatically.

@P = v@foo;

The following code sets the x component of the Cd attribute to the value of the whitewater attribute. You don’t need to specify the type of the Cd attribute because it’s one of the known attributes. You don’t need to specify the type of the whitewater attribute because it’s a float and unknown attributes are cast as float automatically.

@Cd.x = @whitewater;


You only have to specify the type character the first time you refer to the attribute in the code.

You can also explicitly prototype attribute bindings. This allows you to also specify the default value of the attribute which will be used if the attribute isn’t bound. If an attribute is created, it will be also set to this default value.


String attributes do not currently set their defaults properly when created.

This is done by declaring them as a variable. The declaration must start at the start of the line. Only one variable can be declared in a line. The default value must be a constant value, computed values like 3*5 will fail as they are not valid initializers in the parameter list.

The following will create a foo attribute of type vector. If it doesn’t exist on the input, the default value will be set to { 1, 3, 5 }.

vector @foo = { 1, 3, 5 };

After declaring it in this manner it is not necessary to use the v@foo syntax, @foo will suffice as the type has been specified.

Attributes prototyped in this fashion will take precedence over any inline definitions (such as v@foo). In the future mismatched types or mismatched defaults may be considered an error.

For more information, see the POP Attributes page.

Declaring attributes

You can specify the type and default value of attributes before you use them like this:

float @mass = 1;
vector @up = {0, 1, 0};

This can be useful in two ways:

  • It gives a default value to the variable: if the attribute (for example, @mass) exists, the assignment is ignored. If the attribute doesn’t exist, it uses the assignment.

  • It specifies the data type of the attribute. After declaring the type of the @up attribute like this, you could just use @up instead of v@up.

You cannot do any computation on the right side of the equals sign (=). The following are syntax errors:

float @mass = 1 / area;  // Error
vector @up = set(0, 1, 0);  // Error

Accessing globals

Unlike in HScript expressions, you cannot use global variables such as $F.

In a VOP, you can wire variables such as Time and Frame from the Globals node to use them in a VEX snippet.

You can use the following implicit variables:


Float time ($T)


Float frame ($FF)


Float simulation time ($ST), only present in DOP contexts.


Float simulation frame ($SF), only present in DOP contexts.


Float time step (1/$FPS)

Creating geometry

You can create geometry with VEX snippets in certain nodes, such as Attrib Wrangle. To be able to create geometry, the node must run in the cvex context, which means the Point Wrangle cannot create geometry since it runs in the sop context.

The addpoint(), addprim(), and addvertex() functions let you create points, primitives, and vertices. You can alter geometry using setattrib() and setprimvertex(). You can remove geometry using removepoint() and removeprim(). To set group membership use setpointgroup() and setprimgroup(). Use setprimintrinsic() to modify things like the transform of sphere primitives.

It’s faster to set attributes on the current element using bound variables (for example @name = val) rather than setattrib(). Only use setattrib() if you need to do set an attribute on other elements. If you are using setattrib() and are modifying a point from different source points, set the mode argument to "add" to composite the results.

The geometry creation functions can run in parallel. All changes are queued and applied after your VEX code has iterated over all existing geometry. This means setattrib() will overwrite changes you make through bound variables (for example @name = val).

The first argument to the geometry creation functions is a "geometry handle", which specifies a destination for the created (this is intended to support writing to a file as an alternative to writing to the current geometry). Use geoself() as the first argument to specify the current geometry.

addpoint(geoself(), {0, 1, 0});

The addprim() function can currently generate a polygon ("poly") or polyline ("polyline"). If you create a polygon, you must add vertices to the points using addvertex(). Houdini will likely crash on a polygon that has points but not vertices.

int p1 = addpoint(geoself(), {0, 1, 0});
int p2 = addpoint(geoself(), {1, 1, 0});
int p3 = addpoint(geoself(), {1, 1, 1});

int prim = addprim(geoself(), "poly");
addvertex(geoself(), prim, p1);
addvertex(geoself(), prim, p2);
addvertex(geoself(), prim, p3);

Geometry traversal functions

Accessing group membership

A special virtual attribute of the form @group_groupname lets you get or set group membership for the current element.

You can check if the current point/edge/primitive/particle is inn a named group by checking if @group_name == 1.

You can add or remove the current point/edge/primitive to a group by setting the virtual @group_name attribute. Setting the attribute to 1 (or any non-zero value) puts the current element in that group. Setting the attribute to 0 removes the current element from that group.

User-defined functions

You can define your own functions as part of a VEX snippet using the VEX function syntax. For example:

float mysquare(float a)
  return a * a;

windresist = mysquare(windresist);


Any #include directives found in the code snippet will be automatically moved outside of the generated VEX function, so will behave as expected.

Determining if a parameter is present for attribute binding is done by a simple scan of the code after pre-processing is done. This pre-processing is done only on the code snippet; however, and does not process any #include files. It can therefore be confused by #ifdef directives that depend on #includes.


  • When you're editing in the multi-line editor you can press ⌃ Ctrl + Enter to "commit" the changes and update Houdini.

  • The VEX snippet is run at every frame (or in a simulation network, every time step).

  • You can exit the snippet early using the return statement. For example, the following VEX will only set windresist to 0 on brand new particles:

    if (@age > 0) return;
    // If @age was > 0, we returned above, so this line
    // only runs for particles where @age == 0
    windresist = 0;

Troubleshooting error messages

Your code


force += 2

Syntax error, unexpected '}', expecting ';'

Each statement must end with a semicolon (;)

@v += force

SRead-only expression given for read/write parameter

Particle nodes cannot modify particle attributes.

x = { 0, @y, 0}

Syntax error, unexpected identifier, expecting '}'.

You cannot have varying arguments to the {} vector constructor. Use set() instead: x = set(0, @y, 0);.

x = set(0, $F, 0);

Doesn't animate.

While $F will be evaluated, VOP networks are not time dependent so it won’t animate. Use @Frame instead.



Next steps