Nodes
Surface nodes
Nodes that control the shape of geometry.
Overview
Surface nodes create and manipulate geometry (curves, surfaces, metaballs, and so on). Surface nodes live inside a Geometry container object.
Surface node flags
Select a node and press 1 to set its display flag, or 2 to set its render flag.
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| Lock |
Caches the input geometry and stops cooking the inputs to improve performance. |
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| Bypass |
Makes this node have no effect: passes the geometry through from the input to the output untouched. This is useful for testing and visualizing the effect the node is having in the viewer. |
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| Template |
Makes the geometry in this node visible and snappable, but unrenderable. This is useful for “guide” geometry, where you want to edit, visually match, or snap to, existing geometry. Templated geometry only appears at the Geometry level, for use in modeling operations. It does not appear at the Scene level (it is not part of the “final” geometry of the object). To prevent snapping to template geometry, open the snapping options window and turn off Apply to: Templates. |
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| Selectable template |
Ctrl-click the template flag to make the node’s geometry templated but selectable in the 3D viewer (at the Geometry level). Like normal templated geometry, selectable templates only appear at the Geometry level, not the Scene level. This flag is equivalent to the “footprint” flag in previous versions of Houdini. |
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| Display |
This flag indicates which node provides the geometry for the container object. Only one node at a time can have the display flag. Unlike an object’s display flag, this flag does not make a node visible or invisible in the viewer. If you want geometry from more than one node in the object, use a Merge operator to merge the output of the nodes, then click the display flag on the Merge node. A common problem when you first start working directly in the network is that you connect a node but it seems to have no effect. This is often because you haven’t clicked the display flag on the new node. |
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| Render |
The display flag normally indicates which node provides the geometry shown in the viewer and rendered by the renderer. You can set separate display and render flags, so one node provides the geometry for the viewer and a different node provides the geometry for the renderer. This lets you show proxy geometry in the viewer and render more detailed geometry.
Ctrl-click the display flag on another node to move the render flag there. The ring marks the display node, the circle marks the render node. To fuse the display and render flags back together, Ctrl-click the active display flag. |
Unload flag
The
unload flag is available in list mode. When the unload flag is on, a surface node will not cache the geometry that passes through it.
This is useful for finished, static props and other non-time-dependent objects, where the geometry network cooks only once. Even if a node in a geometry is dynamic (its output changes depending on the frame number), you can turn on the unload flag of all the nodes above it to save memory.
(Unloading cached geometry will probably not decrease the total amount of memory Houdini uses, but it will free the memory for use in other parts of Houdini.)
To switch the network editor to list mode, right-click the network background and choose View nodes as a list, or move the mouse over the network editor and press T .
Usages in other examples
| Example name | Example for |
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Subtopics
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Creates Points or Polygons, or adds points/polys to an input.
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Aligns a group of primitives to each other or to an auxiliary input.
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Cleans up a series of break operations and creates the resulting pieces.
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Composites vertex, point, primitive, and/or detail attributes between two or more selections.
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Copies attributes between groups of vertices, points, or primitives.
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Adds or edits user defined attributes.
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Copies and flips attributes from one side of a plane to another.
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Promotes or demotes attributes from one geometry level to another.
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Modifies point attributes based on differences between two models.
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Edits string attribute values.
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Transfers vertex, point, primitive, and/or detail attributes between two models.
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Renames or deletes point and primitive attributes.
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Converts primitives for ODE solver.
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Pre-shades mesh, Bezier or NURBs geometry with VEX surface and displacement VEX shaders.
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Computes lighting values within volume primitives
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Provides operations for moving knots within the parametric space of a NURBS curve or surface.
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Deletes primitives, points, edges or breakpoints.
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Computes a 3D metamorphosis between shapes with the same topology.
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Creates default geometry for Bone objects.
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Creates an axis-aligned bounding box or sphere for the input geometry.
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Creates a cube or six-sided rectangular box.
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Breaks the input geometry using the specified cutting shape.
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Skins trimmed surfaces or holes, creates highly controllable joins between arms and body, branches, or tube intersections.
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Deforms the points in the first input using one or more magnets from the second input.
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Records and caches its input geometry for faster playback.
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Closes open areas with flat or rounded coverings.
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Supports Capture Region and Deform by assigning capture weights to capture regions.
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Adjusts capture regions and capture weights.
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Lets you paint capture attributes directly onto geometry.
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Captures points on geometry to metaballs, similarly to capturing to a bone.
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Copies capture attributes from one half of a symmetric model to the other.
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Overrides the capture weights on individual points.
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Supports Capture Region and Deform by assigning capture weights to points based on distance to capture regions.
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Supports Capture and Deform operation by creating a volume within which points are captured to a bone.
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Slices, cuts or extracts points or cross-sections from a primitive.
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Reads sample data from a chop and converts it into point positions and point attributes.
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Creates open or closed arcs, circles and ellipses.
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Lets you deforms faces and surfaces by pulling points that lie directly on them.
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Helps clean up dirty models.
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Removes or groups geometry on one side of a plane, or creases geometry along a plane.
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Creates point attributes that define how the ClothStitchConstraint DOP stitches together panels.
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Ensures that all cloth seams have the same number of points on both sides.
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Ensures that all cloth seams have the same number of points on both sides.
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Refines cloth panels by triangulating them.
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Adds color attributes to geometry.
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Adjust surface point normals by painting.
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Creates an attribute with a unique value for each set of connected primitives or points.
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Creates simple geometry for use as control shapes.
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Converts geometry from one geometry type to another.
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Polygonizes metaball geometry.
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Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.
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Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.
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Deforms and animates a piece of geometry across a surface.
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Creates polygonal, NURBS, or Bezier curves.
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Deforms a spline surface by reshaping a curve on the surface.
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Finds the intersections (or points of minimum distance) between two or more curves or faces.
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Uses capture attributes created by Capture or Capture Proximity to deform outer geometry according to the movement of capture regions.
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Deforms captured points according to metaball deformations.
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Deforms captured points according to muscle deformations.
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Deletes input geometry by entity number, bounding volume, primitive/point normals, and/or degeneracy.
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Deletes points, primitives, and edges from the input geometry and repairs any holes left behind.
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Divides, smoothes, and triangulates polygons.
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Imports fields from DOP simulations, saves them to disk, and loads them back again.
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Imports and transforms geometry based on information extracted from a DOP simulation.
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Imports scalar and vector fields from a DOP simulation.
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Copies geometry and applies transformations to the copies.
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Culls the input geometry in according to the specifications of the For Each SOP.
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Collapses edges and faces to their centerpoints.
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Sharpens edges by uniquing their points and recomputing point normals.
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Inserts points on the edges of polygons and optionally connects them.
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Flips the direction of polygon edges.
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Edits points, edges, or faces interactively.
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Closes, opens, or clamps end points.
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Extrudes geometry along a normal.
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Extrudes surface geometry into a volume.
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Controls the smoothness of faceting of a surface.
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Reads, writes, or caches geometry on disk.
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Creates smooth bridging geometry between two curves or surfaces.
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Imparts wave velocities to points in waveform geometry
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Fits a spline curve to points, or a spline surface to a mesh of points.
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Creates 3D text from Type 1 and TrueType fonts.
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Repeatedly applies a set of SOPs to the input geometry.
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Uses a metaball to attract or repel particles or springs.
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Creates jagged mountain-like divisions of the input geometry.
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Creates a set of hair-like curves across a surface.
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Merges or splits (uniques) points.
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Creates a plane.
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Generates groups of points or primitives according to various criteria.
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Copies groups between two pieces of geometry, based on point/primitive numbers.
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Sets group membership interactively by painting.
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Transfers groups between two pieces of geometry, based on proximity.
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Makes holes in surfaces.
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Deforms the points in the first input to make room for the inflation tool.
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Builds an offset surface from geometry.
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Generates an isometric surface from an implicit function.
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The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.
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Divides, deletes, or groups geometry based on an interactively drawn line.
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Creates fractal geometry from the recursive application of simple rules.
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Lets you view different levels of detail of geometry based on distance from camera.
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Deforms geometry based on how you reshape control geometry.
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Lets you maintain multiple layers of attributes.
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Creates polygon or NURBS lines from a position, direction, and distance.
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Animates points using an MDD file.
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Deforms geometry by using another piece of geometry to attract or repel points.
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Aligns the input geometry to a specific axis.
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Resizes and recenters the geometry according to reference geometry.
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Reorders the primitive and point numbers of the input geometry to match some reference geometry.
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Assigns one or more materials to geometry.
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Measures volume, area, and perimeter of polygons and puts the results in attributes.
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Merges geometry from its inputs.
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Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.
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Creates metaballs and meta-superquadric surfaces.
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Duplicates and mirrors geometry across a mirror plane.
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Displaces points along their normals based on fractal noise.
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Support node for the Muscle object.
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Creates a “naming” attribute on points or primitives allowing you to refer to them easily, similar to groups.
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Transmits geometry data between two instances of Houdini over a network connection.
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Does nothing.
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Merges geometry from other Geometry objects into this one.
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Loads the geometry from a pop network back into this Geometry object as points.
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Contains a Particle node network.
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Lets you paint color or other attributes on geometry.
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Creates simple particle simulations without requiring an entire particle network.
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Generates a polygonal surface around the particles from a particle fluid simulation.
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Places points and primitives into groups based on a user-supplied rule.
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Lets you paste local refinements on top of base NURBS geometry.
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Moves primitives, points, edges or breakpoints along their normals.
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Creates platonic solids of different types.
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Manually adds or edits point attributes.
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Constructs an iso surface from its input points.
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Jitters points in random directions.
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A VEX node that generate points based on the luminance of a texture map.
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Creates set of regular points filling a volume.
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Bevels points and edges.
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Fills in polygons between boundary edges.
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Extrudes polygonal faces and edges.
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Creates coordinate frame attributes for points and vertices.
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Creates new polygons to joining existing polygons.
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Creates new polygons using existing points.
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Creates a smooth polygonal patch from primitives.
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Reduces the number of polygons in a model while attempting to preserve its shape.
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The Polyspline op fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.
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Divides an existing polygon into multiple new polygons.
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Stitches polygonal surfaces together, attempting to remove cracks.
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Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.
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Edits primitive, primitive attributes, and profile curves.
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Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.
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Extracts or manipulates profile curves.
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Creates profile curves on surfaces.
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Attaches RenderMan shaders to groups of faces.
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Generates surfaces by stretching cross-sections between two guide rails.
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Projects one surface onto another.
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Increases the number of points/CVs in a curve or surface without changing its shape.
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Resamples one or more curves or surfaces into even length segments.
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Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.
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Reverses or cycles the vertex order of faces.
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Revolves a curve around a center axis to sweep out a surface.
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Generates ripples by displacing points along the up direction specified.
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Generates round fillets of a specified radius between two surfaces.
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Scatters new points randomly across a surface.
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Runs scripts when cooked.
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Lets you interactively reshape a surface by brushing.
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Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…
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Applies shaders to faces.
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Shatters the input geometry by inducing multiple fracture lines in it.
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Builds a skin surface between any number of shape curves.
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Lets you paint the slide modifier and inflation modifier attributes onto geometry interactively.
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Smooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
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Moves the selected point along its normal, with smooth rolloff to surrounding points.
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Moves the selected point, with smooth rolloff to surrounding points.
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Reorders points and primitives in different ways.
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Creates a sphere or ovoid surface.
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Simulates the behavior of points as if the edges connecting them were springs.
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Insets points on polygonal faces.
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Stretches two curves or surfaces to cover a smooth area.
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Subdivides polygons into smoother, higher-resolution polygons.
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The Sub-net op is essentially a way of creating a macro to represent a collection of ops as a sin…
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Generates an isoquadric surface.
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Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.
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Creates a surface by sweeping cross-sections along a backbone curve.
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Switches between network branches based on an expression or keyframe animation.
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Blends intraframe values for geometry.
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Cooks the input at a different time.
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Retimes the input to a different time range.
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Creates a torus (doughnut) shaped surface.
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Traces curves from an image file.
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Creates trails behind points.
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The Transform operation transforms the source geometry in “object space” using a transformation matrix.
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Transforms the input geometry relative to a specific axis.
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Creates a triangular Bezier surface.
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Refines triangular meshes using various metrics.
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Converts polygons to triangle strips.
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Connects points to form well-shaped triangles.
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Trims away parts of a spline surface defined by a profile curve or untrims previous trims.
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Creates open or closed tubes, cones, or pyramids.
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Applies deformations such as bend, linear taper, shear, squash/stretch, taper, and twist.
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Adjusts texture coordinates in the UV viewport by painting.
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Lets you interactively move UVs in the texture view.
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Merges UVs.
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Relaxes UVs by pulling them out toward the edges of the texture area.
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Assigns UVs by projecting them onto the surface from a set direction.
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Applies an image file as a textured shader to a surface.
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Assigns texture UV coordinates to geometry for use in texture and bump mapping.
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Transforms UV texture coordinates on the source geometry.
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Separates UVs into reasonably flat, non-overlapping groups.
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Processes geometry using an external program.
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The Unpaste op removes one or more pasted surfaces from a paste hierarchy, causing the hierarchy to update.
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References a VEX program that can manipulate point attributes.
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Contains a VOP network that can manipulate point attributes.
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Manually adds or edits attributes on vertices (rather than on points).
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Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.
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Shows/hides primitives in the 3D viewer and UV editor.
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Creates a volume primitive.
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Breaks geometry using a signed distance field volume.
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Combines the scalar fields of volume primitives.
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Remaps a volume according to a ramp.
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Builds a Signed Distance Field from an isocontour of a volume.
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Splices overlapping volume primitives together.
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Runs CVEX on a set of volume primitives.
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Creates the point attributes needed to create a Vortex Force DOP.
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Creates a waveform shape out of surface geometry
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Morphs between curve shapes while maintaining curve length.
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Captures surfaces to a wire, allowing you to edit the wire to deform the surface.
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Deforms geometry captured to a curve via the Wire Capture node.
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Transfers the shape of one curve to another.
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Constructs polygonal tubes around polylines, creating renderable geometry.