Nodes Object nodes

Overview

Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.

Object flags

Tip

Select a node and press 1 to set its display flag.

Display flag

Use this to make entire objects visible or invisible.

Selectable flag

Use this to make certain objects unselectable. This lets you concentrate on other objects, and prevents you from accidentally selecting objects you don’t want to touch.

Usages in other examples

Example name Example for

Subtopics

Clear

  • Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.
  • Provides parameters to animate the arm for a biped character.
  • Provides parameters to animate the hand for a biped character.
  • Provides parameters to animate the head and neck for a biped character.
  • Provides parameters to animate the leg for a biped character.
  • Provides parameters to animate the spine for a biped character.
  • Provides parameters to animate the character placer.
  • Provides parameters to animate the back leg for a quadruped character.
  • Provides parameters to animate the front leg for a quadruped character.
  • Provides parameters to animate the head and neck for a quadruped character.
  • Provides parameters to animate the IK spine for a quadruped character.
  • Provides parameters to animate the tail for a quadruped character.
  • Provides parameters to animate the toes for a quadruped character.
  • Creates a fog effect when rendered.
  • Provides parameters to animate the biped autorig.
  • Provides parameters to control the display of the biped autorig.
  • Switches or blends between the transformations of several input objects.
  • The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …
  • You can view your scene through a camera, and render from its point of view.
  • Emits particles from the edges of separating fractured rigid bodies.
  • The Dop Network Object contains a dynamic simulation.
  • The Fetch Object gets its transform by copying the transform of another object.
  • Fur
    Creates fur geometry for rendering with a Mantra Fur Procedural.
  • Container for the geometry operators (SOPs) that define a modeled object.
  • The Handle Object is an IK tool for manipulating bones.
  • Instance Objects acts as proxy to other geometry objects.
  • Light Objects cast light on other objects in a scene.
  • A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.
  • The Microphone object specifies a listening point for the SpatialAudio CHOP.
  • Creates a smooth muscle surface you can use to deform a character’s skin in a realistic way.
  • Serves as a place-holder in the scene, usually for parenting. this object does not render.
  • The Path object creates an oriented curve (path)
  • The PathCV object creates control vertices used by the Path object.
  • Provides parameters to animate the quadruped autorig.
  • Provides parameters to control the display of the quadruped autorig.
  • Creates a rivet on an objects surface, usually for parenting.
  • The Sound object defines a sound emission point for the Spatial Audio chop.
  • Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
  • Serves as a basis for constructing a more functional stereo camera rig as a digital asset.
  • Creates a sticky object based on the UV’s of a surface, usually for parenting.
  • Computes its transfrom by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.
  • Container for objects.
  • Acts as a camera but switches between the views from other cameras.
  • Emits particles from the leading edges of a Particle Fluid wave, when the sharpness of the wave crest reaches a certain threshold.