Houdini 11 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

Tip

Select a node and press 1 to set its display flag, or 2 to set its render flag.

Lock

Caches the input geometry and stops cooking the inputs to improve performance.

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.

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.

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.

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.

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.

Nodes

AddCreates Points or Polygons, or adds points/polys to an input.
AlignAligns a group of primitives to each other or to an auxiliary input.
AssembleCleans up a series of break operations and creates the resulting pieces.
Attrib CompositeComposites vertex, point, primitive, and/or detail attributes between two or more selections.
Attrib CopyCopies attributes between groups of vertices, points, or primitives.
Attrib CreateAdds or edits user defined attributes.
Attrib MirrorCopies and flips attributes from one side of a plane to another.
Attrib PromotePromotes or demotes attributes from one geometry level to another.
Attrib ReorientModifies point attributes based on differences between two models.
Attrib String EditEdits string attribute values.
Attrib TransferTransfers vertex, point, primitive, and/or detail attributes between two models.
AttributeRenames or deletes point and primitive attributes.
Attribute From VolumeCopies volume data onto a point attribute.
Bake ODEConverts primitives for ODE solver.
Bake VEXPre-shades mesh, Bezier or NURBs geometry with VEX surface and displacement VEX shaders.
Bake VolumeComputes lighting values within volume primitives
BasisProvides operations for moving knots within the parametric space of a NURBS curve or surface.
BlastDeletes primitives, points, edges or breakpoints.
Blend ShapesComputes a 3D metamorphosis between shapes with the same topology.
Bone LinkCreates default geometry for Bone objects.
BoundCreates an axis-aligned bounding box or sphere for the input geometry.
BoxCreates a cube or six-sided rectangular box.
BreakBreaks the input geometry using the specified cutting shape.
BridgeSkins trimmed surfaces or holes, creates highly controllable joins between arms and body, branches, or tube intersections.
BulgeDeforms the points in the first input using one or more magnets from the second input.
CacheRecords and caches its input geometry for faster playback.
CapCloses open areas with flat or rounded coverings.
CaptureSupports Capture Region and Deform by assigning capture weights to capture regions.
Capture CorrectAdjusts capture regions and capture weights.
Capture Layer PaintLets you paint capture attributes directly onto geometry.
Capture MetaballCaptures points on geometry to metaballs, similarly to capturing to a bone.
Capture MirrorCopies capture attributes from one half of a symmetric model to the other.
Capture OverrideOverrides the capture weights on individual points.
Capture ProximitySupports Capture Region and Deform by assigning capture weights to points based on distance to capture regions.
Capture RegionSupports Capture and Deform operation by creating a volume within which points are captured to a bone.
CarveSlices, cuts or extracts points or cross-sections from a primitive.
ChannelReads sample data from a chop and converts it into point positions and point attributes.
CircleCreates open or closed arcs, circles and ellipses.
ClayLets you deforms faces and surfaces by pulling points that lie directly on them.
CleanHelps clean up dirty models.
ClipRemoves or groups geometry on one side of a plane, or creases geometry along a plane.
Cloth Create SeamCreates point attributes that define how the ClothStitchConstraint DOP stitches together panels.
Cloth Match PanelsEnsures that all cloth seams have the same number of points on both sides.
Cloth Match SeamsEnsures that all cloth seams have the same number of points on both sides.
Cloth RefineRefines cloth panels by triangulating them.
ColorAdds color attributes to geometry.
CombAdjust surface point normals by painting.
ConnectivityCreates an attribute with a unique value for each set of connected primitives or points.
ControlCreates simple geometry for use as control shapes.
ConvertConverts geometry from one geometry type to another.
Convert MetaPolygonizes metaball geometry.
Convert volumePolygonizes volume geometry.
CookieCombines two polygonal objects with boolean operators, or computes the contour line along the intersection between two polygonal objects.
CopyCreates multiple copies of the input geometry, or copies the geometry onto the points of the second input.
CreaseManually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.
CreepDeforms and animates a piece of geometry across a surface.
CurveCreates polygonal, NURBS, or Bezier curves.
CurveclayDeforms a spline surface by reshaping a curve on the surface.
CurvesectFinds the intersections (or points of minimum distance) between two or more curves or faces.
DeformUses capture attributes created by Capture or Capture Proximity to deform outer geometry according to the movement of capture regions.
Deform MetaballDeforms captured points according to metaball deformations.
Deform MuscleDeforms captured points according to muscle deformations.
DeleteDeletes input geometry by entity number, bounding volume, primitive/point normals, and/or degeneracy.
DissolveDeletes points, primitives, and edges from the input geometry and repairs any holes left behind.
DivideDivides, smoothes, and triangulates polygons.
Dop I/OImports fields from DOP simulations, saves them to disk, and loads them back again.
Dop ImportImports and transforms geometry based on information extracted from a DOP simulation.
Dop Import FieldsImports scalar and vector fields from a DOP simulation.
DuplicateCopies geometry and applies transformations to the copies.
EachCulls the input geometry in according to the specifications of the For Each SOP.
Edge CollapseCollapses edges and faces to their centerpoints.
Edge CuspSharpens edges by uniquing their points and recomputing point normals.
Edge DivideInserts points on the edges of polygons and optionally connects them.
Edge FlipFlips the direction of polygon edges.
EditEdits points, edges, or faces interactively.
EndsCloses, opens, or clamps end points.
Exploded ViewPushes geometry out from the center to create an exploded view.
ExtrudeExtrudes geometry along a normal.
Extrude VolumeExtrudes surface geometry into a volume.
FacetControls the smoothness of faceting of a surface.
FileReads, writes, or caches geometry on disk.
FilletCreates smooth bridging geometry between two curves or surfaces.
Finalize WavesImparts wave velocities to points in waveform geometry
FitFits a spline curve to points, or a spline surface to a mesh of points.
FontCreates 3D text from Type 1 and TrueType fonts.
ForEachRepeatedly applies a set of SOPs to the input geometry.
ForceUses a metaball to attract or repel particles or springs.
FractalCreates jagged mountain-like divisions of the input geometry.
FurCreates a set of hair-like curves across a surface.
FuseMerges or splits (uniques) points.
Geometry ROP output driver
GridCreates a plane.
GroupGenerates groups of points or primitives according to various criteria.
Group CopyCopies groups between two pieces of geometry, based on point/primitive numbers.
Group PaintSets group membership interactively by painting.
Group TransferTransfers groups between two pieces of geometry, based on proximity.
HoleMakes holes in surfaces.
InflateDeforms the points in the first input to make room for the inflation tool.
Iso OffsetBuilds an offset surface from geometry.
Iso SurfaceGenerates an isometric surface from an implicit function.
JoinThe Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.
KnifeDivides, deletes, or groups geometry based on an interactively drawn line.
L-systemCreates fractal geometry from the recursive application of simple rules.
LODLets you view different levels of detail of geometry based on distance from camera.
LatticeDeforms geometry based on how you reshape control geometry.
LayerLets you maintain multiple layers of attributes.
LineCreates polygon or NURBS lines from a position, direction, and distance.
Load SlicesReads and collates distributed data from disk.
MDDAnimates points using an MDD file.
MagnetDeforms geometry by using another piece of geometry to attract or repel points.
Match AxisAligns the input geometry to a specific axis.
Match SizeResizes and recenters the geometry according to reference geometry.
Match TopologyReorders the primitive and point numbers of the input geometry to match some reference geometry.
MaterialAssigns one or more materials to geometry.
MeasureMeasures volume, area, and perimeter of polygons and puts the results in attributes.
MergeMerges geometry from its inputs.
MetaGroupsDefines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.
MetaballCreates metaballs and meta-superquadric surfaces.
MirrorDuplicates and mirrors geometry across a mirror plane.
MountainDisplaces points along their normals based on fractal noise.
MuscleSupport node for the Muscle object.
NameCreates a “naming” attribute on points or primitives allowing you to refer to them easily, similar to groups.
NetworkTransmits geometry data between two instances of Houdini over a network connection.
NullDoes nothing.
Object MergeMerges geometry from other Geometry objects into this one.
POP MergeLoads the geometry from a pop network back into this Geometry object as points.
POP NetworkContains a Particle node network.
PaintLets you paint color or other attributes on geometry.
ParticleCreates simple particle simulations without requiring an entire particle network.
Particle Fluid SurfaceGenerates a polygonal surface around the particles from a particle fluid simulation.
PartitionPlaces points and primitives into groups based on a user-supplied rule.
PasteLets you paste local refinements on top of base NURBS geometry.
PeakMoves primitives, points, edges or breakpoints along their normals.
Platonic SolidsCreates platonic solids of different types.
PointManually adds or edits point attributes.
Point Cloud Iso SurfaceConstructs an iso surface from its input points.
Point JitterJitters points in random directions.
PointmapA VEX node that generate points based on the luminance of a texture map.
Points From VolumeCreates set of regular points filling a volume.
Poly BevelBevels points and edges.
Poly CapFills in polygons between boundary edges.
Poly ExtrudeExtrudes polygonal faces and edges.
Poly FrameCreates coordinate frame attributes for points and vertices.
Poly KnitCreates new polygons to joining existing polygons.
Poly LoftCreates new polygons using existing points.
Poly PatchCreates a smooth polygonal patch from primitives.
Poly ReduceReduces the number of polygons in a model while attempting to preserve its shape.
Poly SplineThe Polyspline op fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.
Poly SplitDivides an existing polygon into multiple new polygons.
Poly StitchStitches polygonal surfaces together, attempting to remove cracks.
Poly WireConstructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.
PrimitiveEdits primitive, primitive attributes, and profile curves.
Primitive SplitTakes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.
ProfileExtracts or manipulates profile curves.
ProjectCreates profile curves on surfaces.
RMan ShaderAttaches RenderMan shaders to groups of faces.
RailsGenerates surfaces by stretching cross-sections between two guide rails.
RayProjects one surface onto another.
RefineIncreases the number of points/CVs in a curve or surface without changing its shape.
ResampleResamples one or more curves or surfaces into even length segments.
Rest PositionSets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.
ReverseReverses or cycles the vertex order of faces.
RevolveRevolves a curve around a center axis to sweep out a surface.
RippleGenerates ripples by displacing points along the up direction specified.
RoundGenerates round fillets of a specified radius between two surfaces.
ScatterScatters new points randomly across a surface.
ScriptRuns scripts when cooked.
SculptLets you interactively reshape a surface by brushing.
Sequence BlendSequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors...
ShaderApplies shaders to faces.
SkinBuilds a skin surface between any number of shape curves.
Slide Modifier PaintLets you paint the slide modifier and inflation modifier attributes onto geometry interactively.
SmoothSmooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
Soft PeakMoves the selected point along its normal, with smooth rolloff to surrounding points.
Soft TransformMoves the selected point, with smooth rolloff to surrounding points.
SortReorders points and primitives in different ways.
SphereCreates a sphere or ovoid surface.
SpringSimulates the behavior of points as if the edges connecting them were springs.
Standard Variables
StarburstInsets points on polygonal faces.
StitchStretches two curves or surfaces to cover a smooth area.
SubdivideSubdivides polygons into smoother, higher-resolution polygons.
SubnetworkThe Sub-net op is essentially a way of creating a macro to represent a collection of ops as a sin...
Super QuadGenerates an isoquadric surface.
SurfsectTrims or creates profile curves along the intersection lines between NURBS or bezier surfaces.
SweepCreates a surface by sweeping cross-sections along a backbone curve.
SwitchSwitches between network branches based on an expression or keyframe animation.
Table ImportReads a CSV file creating point per row.
TetrahedralizeConnects points into a Delaunay Tetrahedralization.
TimeBlendBlends intraframe values for geometry.
TimeShiftCooks the input at a different time.
TimeWarpRetimes the input to a different time range.
TorusCreates a torus (doughnut) shaped surface.
TraceTraces curves from an image file.
TrailCreates trails behind points.
TransformThe Transform operation transforms the source geometry in “object space” using a transformation matrix.
Transform AxisTransforms the input geometry relative to a specific axis.
Tri BezierCreates a triangular Bezier surface.
Tri DivideRefines triangular meshes using various metrics.
Tri StripConverts polygons to triangle strips.
Triangulate 2DConnects points to form well-shaped triangles.
TrimTrims away parts of a spline surface defined by a profile curve or untrims previous trims.
TubeCreates open or closed tubes, cones, or pyramids.
TwistApplies deformations such as bend, linear taper, shear, squash/stretch, taper, and twist.
UV BrushAdjusts texture coordinates in the UV viewport by painting.
UV EditLets you interactively move UVs in the texture view.
UV FuseMerges UVs.
UV PeltRelaxes UVs by pulling them out toward the edges of the texture area.
UV ProjectAssigns UVs by projecting them onto the surface from a set direction.
UV Quick ShadeApplies an image file as a textured shader to a surface.
UV TextureAssigns texture UV coordinates to geometry for use in texture and bump mapping.
UV TransformTransforms UV texture coordinates on the source geometry.
UV UnwrapSeparates UVs into reasonably flat, non-overlapping groups.
UnixProcesses geometry using an external program.
UnpasteThe Unpaste op removes one or more pasted surfaces from a paste hierarchy, causing the hierarchy to update.
VEX SOPReferences a VEX program that can manipulate point attributes.
VOP SOPContains a VOP network that can manipulate point attributes.
VertexManually adds or edits attributes on vertices (rather than on points).
Vertex SplitTakes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.
VisibilityShows/hides primitives in the 3D viewer and UV editor.
VolumeCreates a volume primitive.
Volume AnalysisComputes analytic properties of volumes.
Volume BlurBlurs the voxels of a volume.
Volume BreakCuts polygonal objects using a signed distance field volume.
Volume CompressRe-compresses Volume Primitives.
Volume FeatherFeathers the edges of volumes.
Volume From AttribSets the voxels of a volume from point attributes.
Volume MergeFlattens many volumes into one volume.
Volume MixCombines the scalar fields of volume primitives.
Volume RampRemaps a volume according to a ramp.
Volume ReduceReduces the values of a volume into a single number.
Volume ResampleResamples the voxels of a volume to a new resolution.
Volume SDFBuilds a Signed Distance Field from an isocontour of a volume.
Volume SpliceSplices overlapping volume primitives together.
Volume SurfaceAdaptively surfaces a volume hierarchy with a regular triangle mesh.
Volume VisualizationAdjusts attributes for multi-volume visualization.
Volume VopRuns CVEX on a set of volume primitives.
Voronoi FractureFractures the input geometry by performing a Voronoi decomposition of space around the input cell points
Voronoi Fracture PointsGiven an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.
Voronoi SplitCuts the geometry into small pieces according to a set of cuts defined by polylines.
Vortex Force AttributesCreates the point attributes needed to create a Vortex Force DOP.
WaveformCreates a waveform shape out of surface geometry
Wire BlendMorphs between curve shapes while maintaining curve length.
Wire CaptureCaptures surfaces to a wire, allowing you to edit the wire to deform the surface.
Wire DeformDeforms geometry captured to a curve via the Wire Capture node.
Wire Transfer ShapeTransfers the shape of one curve to another.
WireframeConstructs polygonal tubes around polylines, creating renderable geometry.