Nodes
VEX nodes
Usages in other examples
| Example name | Example for |
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Subtopics
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Generates a color using a subsurface scattering calculation ray traced from a point cloud.
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Computes the absolute value of the argument.
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Outputs the sum of its inputs.
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Adds a new point attribute (or writes to an existing attribute).
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Adds the specified constant value to the incoming integer, float, vector or vector4 value.
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Adds the point specified to the group given.
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Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.
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Takes two values for alpha based on the surface orientation relative to the camera …
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Generates a color using ambient lighting model calculation.
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Performs a logical “and” operation between its inputs and returns 1 (if all inputs …
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Generates anti-aliased (fractional brownian motion) noise by using the derivative i…
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Generates anti-aliased (fractional brownian motion) noise by using the derivative i…
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Computes attenuated falloff.
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Outputs the average of its inputs.
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Computes the average value of a vector argument.
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Generates a material that simulates banana skin.
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Takes a float input as a bias to blend between three input regions.
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Returns two vectors representing the minimum and maximum corners of the bounding bo…
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Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.
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Generates repeating filtered squares.
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Generates a brick pattern based on the parametric s and t coordinates.
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Simulates an anti-aliased brick wall.
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Computes a filtered sample of the texture map specified and returns an RGB color as…
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Displaces surfaces along their normal using anti-aliased noise, and returns the dis…
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Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
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Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
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Returns a pixel value in one of the 4 input COPs connected to the VEX COP.
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Simulates a rough, anti-aliased cardboard surface.
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Produces a surface displacement that simulates small surface damage using anti-alia…
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Returns the smallest integer greater than or equal to the argument.
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Generates a cellular crack displacement suitable for simulating skin, leather, drie…
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Computes 2D, anti-aliased cellular noise suitable for shading.
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Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.
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Simulates a chrome material defined solely by an environment map and a normal direction.
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Clamps the input data between the minimum and maximum values.
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Simulates a simple cloud and sky reflection using anti-aliased noise.
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Simulates a cloudy sky using 4-dimensional anti-aliased noise, where the fourth noi…
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Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.
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Looks up a single sample of RGB or RGBA color from a disk image.
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Computes a blend (or a mix) of its two color inputs, and outputs the resulting color.
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This operator converts a vector to a BSDF data type for rendering with PBR.
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Compares two values and returns true or false.
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Computes the complement of the argument by subtracting the argument from 1.
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Produces a surface displacement that simulates small surface imperfections like tho…
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Outputs a constant value of any VEX data type.
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Takes a single input of any data type.
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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.
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Creates a new point group with the name specified.
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Computes the cross product between two vectors, defined as the vector perpendicular to input both vectors.
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Creates divergence-free 3D noise using a curl function.
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Converts degrees to radians.
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Works on an image which was rendered as a z-depth image, returning the distance fro…
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Computes the determinant of a 4×4 or 3×3 matrix.
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Performs various space conversions for 3D directional data.
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Displaces the surface along the surface normal by a given amount.
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Returns the distance between two 3D or 4D points.
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Returns the closest distance between a point and a segment.
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Outputs the result of dividing each input value by the next.
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Divides the incoming integer, float, vector or vector4 value by the specified constant value.
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Computes the dot product between two vectors.
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Creates a smooth roll-off of the input color from the center of the geometry to the…
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Generates an anti-aliased egg-shell material with the typical egg-shell roughness and lack of specularity.
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Returns a new surface normal (N) which has a slight fine grained bump on it.
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Sets the environment map (on an infinite sphere) and returns its color.
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Builds a quaternion with the given euler rotation.
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Computes the exponential function of the argument.
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Extracts the translation, rotation, or scale component of a 4×4 transform matrix.
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Sends a ray from the position P along the direction specified by the direction D.
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Sends a ray from the position P along the direction specified by the direction D, a…
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Computes the anti-aliased weight of the step function.
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This function returns the square root of the area of a 3D input or the length of the derivitive of a float input, such as s or t.
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Generates 2D fire by modulating the t parametric direction using 3D anti-aliased noise.
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Takes the value in the source range (srcmin, srcmax) and shifts it to the correspon…
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Converts a float value to an integer value.
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Converts sixteen floating-point values to a 4×4 matrix value.
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Converts nine floating-point values to a matrix3 value.
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Converts three floating-point values to a vector value.
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Converts four floating-point values to a vector4 value.
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This operator converts a float to a BSDF data type for rendering with PBR.
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Returns the largest integer less than or equal to the argument.
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Generates 1D and 3D Perlin Flow Noise from 3D and 4D data.
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Runs the VOP nodes inside its subnetwork until a given condition is true.
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Computes the fractional component of the argument.
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Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
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Transforms a position from normal device coordinates to the coordinates in the appropriate space.
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Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).
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Displaces the surface along the surface normal by an amount equal to the value of a…
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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.
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Extracts a 4×4 matrix component.
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Extracts a 3×3 matrix3 component.
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Gets the transform matrix of a named object in camera (current) space.
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Extracts a vector component.
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Extracts a vector4 component.
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Generates anti-aliased gingham checks similar to a tablecloth pattern.
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Simulates a translucent material such as glass, and returns the combined color, opacity, and alpha.
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Provides outputs that represent all the global variables for the current VOP network type.
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Simulates a hot glow effect to be used in the Fog context, and outputs color and alpha.
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Returns the gradient of a single channel 3D texture image at a specified position within that image.
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Converts HSV color space to RGB color space.
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Simulates the look of hair.
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Generates a color specifically for curves (hairs) using a lambert lighting model calculation.
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Generates a normal vector which always faces the camera, parallel to the incidence vector.
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Generates a color specifically for curves (hairs) using a specular lighting model calculation.
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Generates a soft halo effect to be used in the Fog context, and outputs color and alpha.
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Returns 1 if the specified input (0-3) is connected.
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Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications.
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Uses the shift value to shift the hue of the input color along the color wheel by the amount of the amplitude.
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Contains other VOP operators.
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Passes through the value of the first input if the first input is ultimately connected.
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Only available in Surface VOP networks.
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Imports attribute data from the OP connected to the given input.
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Imports the value of the specified variable from a displacement shader and stores it in “var”.
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Imports the value of the specified variable from a light shader and stores it in “var”.
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Imports the value of the specified variable from a surface shader and stores it in “var”.
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Write VEX code that is put directly into your shader or operator definition.
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Converts an integer value to a float value.
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Integrates a 3D image along the line specified by two points.
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Integrates a 3D image along the line specified by two points.
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Computes the intersection of a ray with geometry.
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Intersects a 3D image along the line specified by two points.
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If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matri…
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Computes the irradiance (the global illumination) at the point P with the normal N.
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Outputs 1 if the input is ultimately connected, otherwise it outputs 0.
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Returns 1 if the shader is being evaluated from within a fog shader.
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Returns true if the normal of the surface is forward facing, and false if it isn’t.
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Returns 1 if the shader is being evaluated for shadow rays.
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Generates a color using the Lambert diffuse lighting model calculation.
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Computes the length of a 3D or 4D vector.
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Performs a lighting model calculation that generates a color.
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Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.
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Compute the luminance of the RGB color specified by the input parameter.
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Builds a general 4×4 transform matrix given an order of transformations (trs), an o…
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Generates a Mandelbrot pattern.
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Simulates a shiny marble material.
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Unpacks a 4×4 matrix into its sixteen components.
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Unpacks a 3×3 matrix3 into its nine components.
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Converts a matrix3, representing a rotation, to a quaternion representing the same rotation.
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Implements a matte shader that occludes geometry behind the surface being rendered.
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Computes the maximum value of a vector argument.
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Outputs the maximum value from its inputs.
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Takes a handle generated by the Meta-Loop Start operator and will import attributes…
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Takes a handle generated by the Meta-Loop Start operator and will “iterate” to the …
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Opens a geometry file (which should contain metaballs) and initializes the handle t…
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Returns the value of the given point attribute at the specified position in the metaball field.
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Returns the density of the metaball field at the specified position.
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Transforms the specified position into the local space of the metaball.
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Returns the metaweight of the geometry at a given position.
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Computes the minimum value of a vector argument.
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Outputs the minimum value from its inputs.
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Computes a blend (or a mix) of its input values using linear interpolation.
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Computes a blend (or a mix) of its input values using linear interpolation
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Computes the modulo of two values.
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Simulates anti-aliased mold.
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Generates an anti-aliased mosaic pattern using an image file as a source for colori…
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Outputs the product of its inputs.
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Will take the input value, add the pre-add amount, multiply by the constant multipl…
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Multiplies the incoming value by a constant.
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Negates the incoming integer, float, vector or vector4 value.
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Retrieves the index of the point which is the n-th connected neighbour of point “ptnum”.
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Calculates the number of points connected to the given point.
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A non-deterministic random number generator.
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Generates a falloff value based on the relationship between the normal and incident vectors.
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Normalizes a vector.
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Performs a logical “not” operation on an integer value, returning 1 if the input is…
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Passes the inputs to the output with an optional name change.
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Computes ambient occlusion at the point P with the normal N.
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Performs a logical “or” operation between its inputs and returns 1 (if at least one…
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Generates a color using the Oren-Nayar diffuse lighting model calculation.
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Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix.
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Returns an anti-aliased cosine or sine wave.
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Every VOP network requires one of these.
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Represents a user-controllable parameter.
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Generates 1D and 3D Perlin noise from 1D, 3D and 4D data.
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Performs photon russian roulette.
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Returns the area of the current pixel after being transformed to the new UV coordinate 'uvpos'.
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Returns U and V derivatives of the current pixel.
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Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.
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Returns the number of planes in the input.
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Returns the name of the plane with the index 'plane_index' in input 'input_index'.
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Returns the index of the plane with the name 'plane_name' in input 'input_index'.
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Returns the name of the plane with the index 'plane_index' in input 'input_index'.
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Returns the number of components in the plane with the index 'plane_index' in input 'input_index'.
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This node closes a point cloud handle opened by pcopen.
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This node exports point data while inside a pcunshaded loop.
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This node finds the farthest query point produced by pcopen.
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This node filters the points queried by pcopen.
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This node imports point data while inside a pciterate or pcunshaded loop.
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This node advances to the next iteration point returned by pcopen.
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This node opens a point cloud file and searches for points around a source position.
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This node advances to the next unshaded iteration point returned by pcopen.
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This function writes data for the current shading point out to a point cloud file.
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Returns the number of points for all primitives in the given geometry.
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Returns the relative position of the point given with with respect to the bounding …
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Returns 1 if the point specified by the point number is in the group specified by the string.
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Only available in Image3D VOP networks.
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Raises the first argument to the power of the second argument.
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Evaluates an attribute for a given primitive at the specified uv parametric location.
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Returns the normal of a primitive (defined by its number) at the given uv parametric location.
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Generate a formatted text string.
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Filters the input
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Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
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Performs a quaternion multiplication with its two inputs.
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Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.
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Converts RGB color space to HSV color space.
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Converts radians to degrees.
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Generates a non-repeating rainbow color ramp by modulating the hue over the range o…
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Represents a user-editable ramp parameter.
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Generates repeating filtered ramps.
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Generates a random number based on the position in one, three, or four dimensions.
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Returns the current ray-bounce level.
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Returns the amount that the current bounce level will contribute to the final pixel color.
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Sends a ray from the position P along the direction specified by the direction D, a…
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Sends a ray starting at origin P and in the direction specified by the normalized vector D.
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Returns the vector representing the reflection of the direction against the normal vector.
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Computes the amount of reflected light which hits the surface.
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Simulates a material with reflective properties and returns the computed color.
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Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction.
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Sends a ray starting at origin P and in the direction specified by the normalized vector I.
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Returns the pixel resolution of an input.
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Checks if the geometry attribute “rest” is bound and, if so, uses it as the rest position for shading.
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Generates repeating filtered rings.
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Generates repeating ripples.
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Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.
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Rounds the argument to the closest integer.
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Generates repeating filtered rounded hexagons.
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Generates repeating filtered rounded five-pointed stars.
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Simulates a rusty, possibly perforated material.
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Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.
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Generates a scale-like pattern and returns the displaced position, normal, and displacement amount.
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Assigns a value to one of the matrix’s components.
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Assigns a value to one of the matrix3’s components.
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Assigns a value to one of the vector’s components.
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Assigns a value to one of the vector4’s components.
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Computes the shading area of the given variable.
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Computes the derivative of a given variable with respect to the s or t parametric coordinate.
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Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).
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Computes the normal at the location specified by the P position.
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This shader calls the shadow shader inside an illuminance loop.
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Shadow Map treats the depth map as if the image were rendered from a light source.
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Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
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Generates a color using a specular lighting model with a Fresnel falloff calculation.
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Simulates a shiny metallic material with strong reflective properties.
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Returns -1 if the input is less than 0, otherwise it returns 1.
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Generates a color with a non-raytraced subsurface scattering lighting model calculation.
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Generates anti-aliased skin with optional blemish.
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Generates a material that simulates clouds, smoke, fire, and other gaseous phenomena on small spheres.
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Computes a number between zero and one.
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Generates repeating soft dots.
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Performs various space conversions for 3D and 4D positional data.
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Queries the scene for a geometry object, light or fog object of the given name.
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Generates a color using the selected specular lighting model calculation.
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Computes a spherical linear interpolation between its two quaternion inputs, and ou…
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Generates a splatter pattern and returns the splatter amount.
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Computes either a Catmull-Rom (Cardinal) spline or a Linear spline between the spec…
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Computes the square root of the argument.
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Simulates a rough, non-descript stone material.
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Simulates an anti-aliased stone wall.
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Generates repeating filtered stripes.
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Simulates an anti-aliased stucco material, with its typical bumpy surface and light color.
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Contains other VOP operators.
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Allows the connection of operators outside a subnet to operators inside the subnet.
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Allows the connection of operators inside a subnet to operators outside the subnet.
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Outputs the result of subtracting all its inputs.
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Generates a basic color with a choice of tinting with the point color and/or a color map.
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Outputs the value connected to one of its inputs.
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Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.
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Returns the value of a 3D image at a specified position within that image.
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Queries the 3D texture map specified and returns the bounding box information for t…
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Performs a lighting model calculation that generates a color.
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Simulates the effect of light reflecting on surfaces with a thin-film coating, such…
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Generates staggered rectangular tiles.
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Generates staggered hexagonal tiles.
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Returns the frame range and rate of the given input.
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Transforms a position into normal device coordinates.
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Uses the vex gather function to send a ray and return with the reflected or refracted colors.
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Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.
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Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.
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Performs a variety of trigonometric functions.
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Can compute three types of 1D and 3D noise with the ability to compute turbulence w…
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Generates a two sided surface.
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Performs simple, cartoon-like shading.
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Takes an integer input.
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Returns texture coordinates or geometric s and t, depending on what is defined.
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Disturbes the incoming parametric s and t coordinates using anti aliased noise gene…
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Assigns texture coordinates based on the specified projection type.
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Performs various space conversions of 3D positional data for uv shading purposes.
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Transforms texture coordinates by the inverse of the matrix consisting of the trans…
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Provides outputs that represent all the global variables for the Force VOP network type.
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Simple output variable for VOP Force Networks.
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Converts between different vector types.
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Unpacks a vector into its three components.
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Converts a vector to a vector4.
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Unpacks a vector4 into its four components.
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Converts a vector4 to a vector and also returns the fourth component of the vector4.
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Generates an anti-aliased vein pattern that can be used in any VEX context.
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Calculates the gradient of a volume primitive.
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Calculates the gradient of a volume primitive stored in a disk file.
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Gets the value of a specific voxel.
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Converts a volume index into a position.
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Calculates the position of a voxel in a volume primitive stored in a disk file.
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Gets the value of a voxel from a volume primitive stored in a disk file.
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Converts a position into a volume index.
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Calculates the voxel closest to a voxel of a volume primitive stored in a disk file.
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Gets the resolution of a volume primitive.
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Gets the resolution of a volume primitive stored in a disk file.
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Samples the value of a volume primitive.
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Samples the value of a volume primitive stored in a disk file.
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Provides outputs that represent all the global variables for the Volume VOP network type.
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Simple output variable for Volume VOP Networks.
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Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has add…
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Simulates marine water of variable depth and visibility.
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Simulates rolling waves with choppiness of various frequencies, and outputs the pos…
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Runs the VOP nodes inside its subnetwork as long as a given condition is true.
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Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
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Implements a wireframe shader and outputs the final, lit color and opacity.
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Simulates shiny wood grain.
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Simulates anti-aliased wooden planks.
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Computes 1D, 3D, and 4D Worley noise, which is synonymous with “cell noise”.