See working with VOP nodes for information on VOP node features in the network editor.
Nodes
| AXYZ: Subsurface Scattering | Generates a color using a subsurface scattering calculation ray traced from a point cloud. | |
| Absolute | Computes the absolute value of the argument. | |
| Add | Outputs the sum of its inputs. | |
| Add Attribute | Adds a new point attribute (or writes to an existing attribute). | |
| Add Constant | Adds the specified constant value to the incoming integer, float, vector or vector4 value. | |
| Add Point To Group | Adds the point specified to the group given. | |
| Albedo | Compute the reflectivity of a bsdf. | |
| Align | Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors. | |
| Alpha Mix | Takes two values for alpha based on the surface orientation relative to the camera and blends between the two with a rolloff as the bias control, effectively removing the silhouettes of the geometry edges. | |
| Ambient | Generates a color using ambient lighting model calculation. | |
| And | Performs a logical “and” operation between its inputs and returns 1 (if all inputs are non-zero) or 0 (if at least one input is zero). | |
| Anti-Aliased Flow Noise | Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise. | |
| Anti-Aliased Noise | Generates anti-aliased (fractional brownian motion) noise by using the derivative i... | |
| Arctangent | Performs the atan2() function | |
| Attenuated Falloff | Computes attenuated falloff. | |
| Average | Outputs the average of its inputs. | |
| Average Vector Component | Computes the average value of a vector argument. | |
| Banana Skin | Generates a material that simulates banana skin. | |
| Blend Regions | Takes a float input as a bias to blend between three input regions. | |
| Bounding Box | Returns two vectors representing the minimum and maximum corners of the bounding box for the entire geometry. | |
| Box Clip | Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points. | |
| Boxes | Generates repeating filtered squares. | |
| Bricker | Generates a brick pattern based on the parametric s and t coordinates. | |
| Bricks | Simulates an anti-aliased brick wall. | |
| Bump Map | Computes a filtered sample of the texture map specified and returns an RGB color as... | |
| Bump Noise | Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount. | |
| Burlap | Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns. | |
| Burlap Pattern | Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns. | |
| COP Input | Returns a pixel value in one of the 4 input COPs connected to the VEX COP. | |
| Cardboard | Simulates a rough, anti-aliased cardboard surface. | |
| Cavities | Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies. | |
| Ceiling | Returns the smallest integer greater than or equal to the argument. | |
| Cellular Cracks | Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts. | |
| Cellular Noise | Computes 2D, anti-aliased cellular noise suitable for shading. | |
| Checkered | Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates. | |
| Chrome Environment | Simulates a chrome material defined solely by an environment map and a normal direction. | |
| Clamp | Clamps the input data between the minimum and maximum values. | |
| Cloud Environment | Simulates a simple cloud and sky reflection using anti-aliased noise. | |
| Clouds | Simulates a cloudy sky using 4-dimensional anti-aliased noise, where the fourth noise component is represented by time. | |
| Color Correction | Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color. | |
| Color Map | Looks up a single sample of RGB or RGBA color from a disk image. | |
| Color Mix | Computes a blend (or a mix) of its two color inputs, and outputs the resulting color. | |
| Compare | Compares two values and returns true or false. | |
| Complement | Computes the complement of the argument by subtracting the argument from 1. | |
| Compute Tangents | Compute surface tangents in different ways. | |
| Concrete | Produces a surface displacement that simulates small surface imperfections like tho... | |
| Conserve Energy | Clamp the reflectivity of a bsdf to 1. | |
| Constant | Outputs a constant value of any VEX data type. | |
| Copy | Takes a single input of any data type. | |
| Crackle | 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. | |
| Create Point Group | Creates a new point group with the name specified. | |
| Cross Product | Computes the cross product between two vectors, defined as the vector perpendicular to input both vectors. | |
| Curl Noise | Creates divergence-free 3D noise using a curl function. | |
| Curl Noise | Creates divergence-free 2D noise using a curl function. | |
| Dampened Noise | ||
| Degrees To Radians | Converts degrees to radians. | |
| Depth Map | Works on an image which was rendered as a z-depth image, returning the distance from the camera to the pixel (or plane) in question. | |
| Determinant | Computes the determinant of a 4×4 or 3×3 matrix. | |
| Direct Lighting | Internal VOP used to compute direct lighting. | |
| Direction Space Change | Performs various space conversions for 3D directional data. | |
| Displace Along Normal | Displaces the surface along the surface normal by a given amount. | |
| Distance | Returns the distance between two 3D or 4D points. | |
| Distance Point To Line | Returns the closest distance between a point and a segment. | |
| Divide | Outputs the result of dividing each input value by the next. | |
| Divide Constant | Divides the incoming integer, float, vector or vector4 value by the specified constant value. | |
| Dot Product | Computes the dot product between two vectors. | |
| Edge Falloff | Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal. | |
| Egg Shell | Generates an anti-aliased egg-shell material with the typical egg-shell roughness and lack of specularity. | |
| Eggshell Pattern | Returns a new surface normal (N) which has a slight fine grained bump on it. | |
| Environment Map | Sets the environment map (on an infinite sphere) and returns its color. | |
| Euler To Quaternion | Builds a quaternion with the given euler rotation. | |
| Exponential | Computes the exponential function of the argument. | |
| Extract Transform | Extracts the translation, rotation, or scale component of a 4×4 transform matrix. | |
| Fast Shadow | Sends a ray from the position P along the direction specified by the direction D. | |
| Filter Shadow | Sends a ray from the position P along the direction specified by the direction D, a... | |
| Filter Step | Computes the anti-aliased weight of the step function. | |
| Filter Width | This function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t. | |
| Fire | Generates 2D fire by modulating the t parametric direction using 3D anti-aliased noise. | |
| Fit Range | Takes the value in the source range and shifts it to the corresponding value in the destination range. | |
| Float To Integer | Converts a float value to an integer value. | |
| Float To Matrix | Converts sixteen floating-point values to a 4×4 matrix value. | |
| Float To Matrix3 | Converts nine floating-point values to a matrix3 value. | |
| Float To Vector | Converts three floating-point values to a vector value. | |
| Float To Vector4 | Converts four floating-point values to a vector4 value. | |
| Floor | Returns the largest integer less than or equal to the argument. | |
| Flow Noise | Generates 1D and 3D Perlin Flow Noise from 3D and 4D data. | |
| For Loop | Runs the VOP nodes inside its subnetwork until a given condition is true. | |
| Fraction | Computes the fractional component of the argument. | |
| Fresnel | Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction. | |
| From NDC | Transforms a position from normal device coordinates to the coordinates in the appropriate space. | |
| Front Face | Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I). | |
| Fur Guide Global Variables | Provides outputs representing commonly used input variables of fur guide shader network. | |
| Fur Guide Output Variables and Parameters | Provides inputs representing the output variables of a fur guide shader network. | |
| Fur Skin Global Variables | Provides outputs representing commonly used input variables of fur skin shader network. | |
| Fur Skin Output Variables and Parameters | Provides inputs representing the output variables of a fur skin shader network. | |
| Furrows | Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave. | |
| Gather Loop | 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. | |
| Get Matrix Component | Extracts a 4×4 matrix component. | |
| Get Matrix3 Component | Extracts a 3×3 matrix3 component. | |
| Get Object Transform | Gets the transform matrix of a named object in camera (current) space. | |
| Get Vector Component | Extracts a vector component. | |
| Get Vector4 Component | Extracts a vector4 component. | |
| Gingham Checks | Generates anti-aliased gingham checks similar to a tablecloth pattern. | |
| Glass | Simulates a translucent material such as glass, and returns the combined color, opacity, and alpha. | |
| Global Variables | Provides outputs that represent all the global variables for the current VOP network type. | |
| Glow | Simulates a hot glow effect to be used in the Fog context, and outputs color and alpha. | |
| Gradient 3D | Returns the gradient of a single channel 3D texture image at a specified position within that image. | |
| HSV To RGB | Converts HSV color space to RGB color space. | |
| Hair | Simulates the look of hair. | |
| Hair Diffuse | Generates a color specifically for curves (hairs) using a lambert lighting model calculation. | |
| Hair Normal | Generates a normal vector which always faces the camera, parallel to the incidence vector. | |
| Hair Specular | Generates a color specifically for curves (hairs) using a specular lighting model calculation. | |
| Halo | Generates a soft halo effect to be used in the Fog context, and outputs color and alpha. | |
| Has Input | Returns 1 if the specified input (0-3) is connected. | |
| High-Low Noise | Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications. | |
| Hue Shift | Uses the shift value to shift the hue of the input color along the color wheel by the amount of the amplitude. | |
| If | Contains other VOP operators. | |
| If Connected | Passes through the value of the first input if the first input is ultimately connected. | |
| Illuminance Loop | Only available in Surface VOP networks. | |
| Import Attribute | Imports attribute data from the OP connected to the given input. | |
| Import Displacement Variable | Imports the value of the specified variable from a displacement shader and stores it in var. | |
| Import Light Variable | Imports the value of the specified variable from a light shader and stores it in var. | |
| Import Surface Variable | Imports the value of the specified variable from a surface shader and stores it in var. | |
| Indirect Lighting | Internal VOP used to compute indirect lighting. | |
| Inline Code | Write VEX code that is put directly into your shader or operator definition. | |
| Integer To Float | Converts an integer value to a float value. | |
| Integrate 3D | Integrates a 3D image along the line specified by two points. | |
| Integrate 3D Clip | Integrates a 3D image along the line specified by two points. | |
| Intersect | Computes the intersection of a ray with geometry. | |
| Intersect 3D | Intersects a 3D image along the line specified by two points. | |
| Invert | If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity). | |
| Irradiance | Computes the irradiance (the global illumination) at the point P with the normal N. | |
| Is Connected | Outputs 1 if the input is ultimately connected, otherwise it outputs 0. | |
| Is Fog Ray | Returns 1 if the shader is being evaluated from within a fog shader. | |
| Is Front Face | Returns true if the normal of the surface is forward facing, and false if it isn't. | |
| Is Shadow Ray | Returns 1 if the shader is being evaluated for shadow rays. | |
| Lambert Diffuse | Generates a color using the Lambert diffuse lighting model calculation. | |
| Length | Computes the length of a 3D or 4D vector. | |
| Lighting Model | Performs a lighting model calculation that generates a color. | |
| Lighting Model | Performs a lighting model calculation that generates a color, opacity, and bsdf value. | |
| Look At | Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation. | |
| Luminance | Compute the luminance of the RGB color specified by the input parameter. | |
| Make Transformer | Builds a general 4×4 transform matrix given an order of transformations (trs), an o... | |
| Mandelbrot Set | Generates a Mandelbrot pattern. | |
| Marble | Simulates a shiny marble material. | |
| Matrix To Float | Unpacks a 4×4 matrix into its sixteen components. | |
| Matrix3 To Float | Unpacks a 3×3 matrix3 into its nine components. | |
| Matrix3 To Quaternion | Converts a matrix3, representing a rotation, to a quaternion representing the same rotation. | |
| Matte | Implements a matte shader that occludes geometry behind the surface being rendered. | |
| Max Vector Component | Computes the maximum value of a vector argument. | |
| Maximum | Outputs the maximum value from its inputs. | |
| Meta-Loop Import | Takes a handle generated by the Meta-Loop Start operator and will import attributes... | |
| Meta-Loop Next | Takes a handle generated by the Meta-Loop Start operator and will “iterate” to the ... | |
| Meta-Loop Start | Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified. | |
| Metaball Attribute | Returns the value of the given point attribute at the specified position in the metaball field. | |
| Metaball Density | Returns the density of the metaball field at the specified position. | |
| Metaball Space | Transforms the specified position into the local space of the metaball. | |
| Metaball Weight | Returns the metaweight of the geometry at a given position. | |
| Min Vector Component | Computes the minimum value of a vector argument. | |
| Minimum | Outputs the minimum value from its inputs. | |
| Mix | Computes a blend (or a mix) of its input values using linear interpolation. | |
| Mix for BSDF | Computes a blend (or a mix) of its input values using linear interpolation | |
| Modulo | Computes the modulo of two values. | |
| Mold | Simulates anti-aliased mold. | |
| Mosaic | This operator generates an anti-aliased mosaic pattern using an image file as a source for coloring the tiles, and cellular noise as a generator of randomly shaped tiles. | |
| Multiply | Outputs the product of its inputs. | |
| Multiply Add Constant | Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount. | |
| Multiply Constant | Multiplies the incoming value by a constant. | |
| Negate | Negates the incoming integer, float, vector or vector4 value. | |
| Neighbour | Retrieves the index of the point which is the n-th connected neighbour of point ptnum. | |
| Neighbour Count | Calculates the number of points connected to the given point. | |
| Non-deterministic Random | A non-deterministic random number generator. | |
| Normal Falloff | Generates a falloff value based on the relationship between the normal and incident vectors. | |
| Normalize | Normalizes a vector. | |
| Not | This operator performs a logical not operation on an integer value, returning 1 if the input is zero, and 0 if the input is non-zero. | |
| Null | Passes the inputs to the output with an optional name change. | |
| Occlusion | Computes ambient occlusion at the point P with the normal N. | |
| Or | This operator performs a logical “or” operation between its inputs and returns 1 (if at least one input is non-zero) or 0 (if all inputs are zero). | |
| Oren-Nayar Diffuse | Generates a color using the Oren-Nayar diffuse lighting model calculation. | |
| Orient | Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix. | |
| Oscillations | Returns an anti-aliased cosine or sine wave. | |
| Output Variables | Provides inputs representing the writable output variables of the shader network. | |
| PTexture | A per-face texture mapping. | |
| Parameter | Represents a user-controllable parameter. | |
| Periodic Noise | Generates 1D and 3D Perlin noise from 1D, 3D and 4D data. | |
| Photon Output Variables | Performs photon russian roulette. | |
| Physical Subsurface Scattering (SSS) | Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering approximated with a point cloud. | |
| Physically Based Diffuse | Produce a normalized diffuse bsdf. | |
| Physically Based Specular | Produce a normalized reflection bsdf. | |
| Pixel Area | Returns the area of the current pixel after being transformed to the new UV coordinate uvpos. | |
| Pixel Derivative | Returns U and V derivatives of the current pixel. | |
| Plane Clip | Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane. | |
| Plane Count | Returns the number of planes in the input. | |
| Plane Exists | Returns the name of the plane with the index plane_index in input input_index. | |
| Plane Index | Returns the index of the plane with the name plane_index in input input_index. | |
| Plane Name | Returns the name of the plane with the index plane_index in input input_index. | |
| Plane Size | Returns the number of components in the plane with the index plane_index in input input_index. | |
| Point Cloud Close | This node closes a point cloud handle opened by pcopen. | |
| Point Cloud Export | This node exports point data while inside a pcunshaded loop. | |
| Point Cloud Farthest | This node finds the farthest query point produced by pcopen. | |
| Point Cloud Filter | This node filters the points queried by pcopen. | |
| Point Cloud Import | This node imports point data while inside a pciterate or pcunshaded loop. | |
| Point Cloud Iterate | This node advances to the next iteration point returned by pcopen. | |
| Point Cloud Open | This node opens a point cloud file and searches for points around a source position. | |
| Point Cloud Unshaded | This node advances to the next unshaded iteration point returned by pcopen. | |
| Point Cloud Write | This function writes data for the current shading point out to a point cloud file. | |
| Point Count | Returns the number of points for all primitives in the given geometry. | |
| Point In Bounding Box | Returns the relative position of the point given with with respect to the bounding ... | |
| Point In Group | Returns 1 if the point specified by the point number is in the group specified by the string. | |
| Point Loop | Only available in Image3D VOP networks. | |
| Power | Raises the first argument to the power of the second argument. | |
| Primitive Attribute | Evaluates an attribute for a given primitive at the specified uv parametric location. | |
| Primitive Normal | Returns the normal of a primitive (defined by its number) at the given uv parametric location. | |
| Generate a formatted text string. | ||
| Pulsetrain | Filters the input. | |
| Quaternion | Takes an angle and an axis and constructs the quaternion representing the rotation about that axis. | |
| Quaternion Multiply | Performs a quaternion multiplication with its two inputs. | |
| Quaternion To Matrix3 | Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation. | |
| RGB To HSV | Converts RGB color space to HSV color space. | |
| Radians To Degrees | Converts radians to degrees. | |
| Rainbow | Generates a non-repeating rainbow color ramp by modulating the hue over the range of the parametric coordinate s and using the given saturation and value to compute the HSV color. | |
| Ramp Parameter | Represents a user-editable ramp parameter. | |
| Ramps | Generates repeating filtered ramps. | |
| Random | Generates a random number based on the position in one, three, or four dimensions. | |
| Ray Bounce Level | Returns the current ray-bounce level. | |
| Ray Bounce Weight | Returns the amount that the current bounce level will contribute to the final pixel color. | |
| Ray Hit | This operator sends a ray from the position P along the direction specified by the direction D, and returns the distance to the object intersected or a negative number if not object found. | |
| Ray Trace | Sends a ray starting at origin P and in the direction specified by the normalized vector D. | |
| Reflect | Returns the vector representing the reflection of the direction against the normal vector. | |
| Reflected Light | Computes the amount of reflected light which hits the surface. | |
| Reflective | Simulates a material with reflective properties and returns the computed color. | |
| Refract | Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction. | |
| Refracted Light | Sends a ray starting at origin P and in the direction specified by the normalized vector I. | |
| Resolution | Returns the pixel resolution of an input. | |
| Rest Position | Checks if the geometry attribute “rest” is bound and, if so, uses it as the rest position for shading. | |
| Rings | Generates repeating filtered rings. | |
| Ripples | Generates repeating ripples. | |
| Rotate | Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix. | |
| Round To Integer | Rounds the argument to the closest integer. | |
| Rounded Hexes | Generates repeating filtered rounded hexagons. | |
| Rounded Stars | Generates repeating filtered rounded five-pointed stars. | |
| Rust Perforation | Simulates a rusty, possibly perforated material. | |
| Scale | Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes. | |
| Scales | Generates a scale-like pattern and returns the displaced position, normal, and displacement amount. | |
| Set Matrix Component | Assigns a value to one of the matrix’s components. | |
| Set Matrix3 Component | Assigns a value to one of the matrix3’s components. | |
| Set Vector Component | Assigns a value to one of the vector’s components. | |
| Set Vector4 Component | Assigns a value to one of the vector4’s components. | |
| Shading Area | Computes the shading area of the given variable. | |
| Shading Derivative | Computes the derivative of a given variable with respect to the s or t parametric coordinate. | |
| Shading Layer Parameter | Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET). | |
| Shading Normal | Computes the normal at the location specified by the P position. | |
| Shadow | This shader calls the shadow shader inside an illuminance loop. | |
| Shadow Map | Shadow Map treats the depth map as if the image were rendered from a light source. | |
| Shadow Matte | Implements a shadowmatte shader that occludes geometry behind the surface being rendered. | |
| Sheen Specular | Generates a color using a specular lighting model with a Fresnel falloff calculation. | |
| Shiny Metal | Simulates a shiny metallic material with strong reflective properties. | |
| Sign | Returns -1 if the input is less than 0, otherwise it returns 1. | |
| Simple Subsurface Scattering | Generates a color with a non-raytraced subsurface scattering lighting model calculation. | |
| Skin | Generates anti-aliased skin with optional blemish. | |
| Smoke | Generates a material that simulates clouds, smoke, fire, and other gaseous phenomena on small spheres. | |
| Smooth | Computes a number between zero and one. | |
| Soft Dots | Generates repeating soft dots. | |
| Space Change To Obj | Queries the scene for a geometry object, light or fog object of the given name. | |
| Specular Functions | Generates a color using the selected specular lighting model calculation. | |
| Spherical Linear Interp | Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion. | |
| Splatter | Generates a splatter pattern and returns the splatter amount. | |
| Spline | Computes either a Catmull-Rom (Cardinal) spline or a Linear spline between the specified key points, given an interpolant (u) in the domain of the spline. | |
| Square Root | Computes the square root of the argument. | |
| Stone | Simulates a rough, non-descript stone material. | |
| Stone Wall | Simulates an anti-aliased stone wall. | |
| Stripes | Generates repeating filtered stripes. | |
| Stucco | Simulates an anti-aliased stucco material, with its typical bumpy surface and light color. | |
| Subnet | Contains other VOP operators. | |
| Subnet Input | Allows the connection of operators outside a subnet to operators inside the subnet. | |
| Subnet Output | Allows the connection of operators inside a subnet to operators outside the subnet. | |
| Subtract | Outputs the result of subtracting all its inputs. | |
| Subtract Constant | Subtracts the specified constant value from the incoming integer, float, vector or vector4 value. | |
| Surface Color | Generates a basic color with a choice of tinting with the point color and/or a color map. | |
| Surface Model | A powerful, highly flexible, general model for surface shading. | |
| Switch | Switches between network branches based on the value of an input. | |
| Switch Lighting BSDF | Use a different bsdf for direct or indirect lighting. | |
| Swizzle Vector | Rearranges components of a vector. | |
| Swizzle Vector 4 | Rearranges components of a vector 4. | |
| Texture | Computes a filtered sample of the texture map specified and returns an RGB or RGBA color. | |
| Texture 3D | Returns the value of a 3D image at a specified position within that image. | |
| Texture 3D Box | Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors. | |
| Texture Model | Performs a lighting model calculation that generates a color. | |
| Thin Film | Simulates the effect of light reflecting on surfaces with a thin-film coating. | |
| Tiled Boxes | Generates staggered rectangular tiles. | |
| Tiled Hexagons | Generates staggered hexagonal tiles. | |
| Timing | Returns the frame range and rate of the given input. | |
| To NDC | Transforms a position into normal device coordinates. | |
| Trace | Uses the vex gather function to send a ray and return with the reflected or refracted colors. | |
| Transform | Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space. | |
| Translate | Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes. | |
| Trigonometric Functions | Performs a variety of trigonometric functions. | |
| Turbulent Noise | Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation. | |
| Two Sided | Generates a two sided surface. | |
| Two Tone | Performs simple, cartoon-like shading. | |
| Two Way Switch | Takes an integer input. | |
| UV Coords | Returns texture coordinates or geometric s and t, depending on what is defined. | |
| UV Noise | Disturbes the incoming parametric s and t coordinates using anti aliased noise gene... | |
| UV Project | Assigns texture coordinates based on the specified projection type. | |
| UV Space Change | Performs various space conversions of 3D positional data for uv shading purposes. | |
| UV Transform | Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts. | |
| VOP Force Global Variables | Provides outputs that represent all the global variables for the Force VOP network type. | |
| VOP Force Output | Simple output variable for VOP Force Networks. | |
| Vector Cast | Converts between different vector types. | |
| Vector To Float | Unpacks a vector into its three components. | |
| Vector To Vector4 | Converts a vector to a vector4. | |
| Vector4 To Float | Unpacks a vector4 into its four components. | |
| Vector4 To Vector | Converts a vector4 to a vector and also returns the fourth component of the vector4. | |
| Veins | Generates an anti-aliased vein pattern that can be used in any VEX context. | |
| Volume Gradient | Calculates the gradient of a volume primitive. | |
| Volume Gradient from File | Calculates the gradient of a volume primitive stored in a disk file. | |
| Volume Index | Gets the value of a specific voxel. | |
| Volume Index To Pos | Converts a volume index into a position. | |
| Volume Index To Pos from File | Calculates the position of a voxel in a volume primitive stored in a disk file. | |
| Volume Index from File | Gets the value of a voxel from a volume primitive stored in a disk file. | |
| Volume Pos To Index | Converts a position into a volume index. | |
| Volume Pos To Index from File | Calculates the voxel closest to a voxel of a volume primitive stored in a disk file. | |
| Volume Resolution | Gets the resolution of a volume primitive. | |
| Volume Resolution from File | Gets the resolution of a volume primitive stored in a disk file. | |
| Volume Sample | Samples the value of a volume primitive. | |
| Volume Sample from File | Samples the value of a volume primitive stored in a disk file. | |
| Volume VOP Global Variables | Provides outputs that represent all the global variables for the Volume VOP network type. | |
| Volume VOP Output | Simple output variable for Volume VOP Networks. | |
| Voronoi Noise | Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering. | |
| Water Surface | Simulates marine water of variable depth and visibility. | |
| Waves | Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement. | |
| While | Runs the VOP nodes inside its subnetwork as long as a given condition is true. | |
| Wire Pattern | Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates. | |
| Wireframe | Implements a wireframe shader and outputs the final, lit color and opacity. | |
| Wood | Simulates shiny wood grain. | |
| Wood Plank | Simulates anti-aliased wooden planks. | |
| Worley Noise | Computes 1D, 3D, and 4D Worley noise, which is synonymous with “cell noise”. |