Houdini 12 Nodes

Overview

Houdini provides different types of render nodes:

  • Nodes corresponding to renderers and scene description formats (such as the Mantra node and RenderMan node). These nodes output scene description files and call the appropriate renderer to render the file.

  • Nodes for generating other outputs, such as the Geometry node which “renders” the scene geometry to a geometry format such as .bgeo or .obj.

  • Utility nodes to control renders and dependencies. For example, you can use the Merge node to sequence renders. You can use the Switch node to switch between different render nodes based on an expression.

For example, you can set up different output nodes for different render qualities (such as test render and final render) and independent render passes. Or, you can render a scene with different renderers.

Each driver renders the view of the scene through a camera. For a driver to work correctly, the camera associated with the driver must exist.

Note

Houdini’s shaders are specific to particular renderers. Rendering with a different renderer will require you to use different shaders on your objects. However, you can switch shaders based on the renderer.

How to

To...Do this
Create a new render node

Choose Render > Create Render Node from the main menu.

Edit an existing render node

Choose Render > Edit Render Node from the main menu.

Start a render
  • In the render node’s parameter editor, click the Render button.

or

Show the render network

Click the first segment of the path control at the top of a network editor and choose Other networks > out.

Make one render node depend on the output of another

Wire the nodes together to create dependency relationships. See render dependencies.

Prevent a render node/branch from rendering

Use the Bypass flag or Lock flag (see render node flags/buttons below).

Render node flags/buttons

Bypass

Makes this node have no effect. The node will not render as part of a dependency graph.

Lock

Makes this node have no effect: this node and all of its parent nodes will not render as part of a dependency graph.

Once you render out a good set of frames from a branch of the render network, you can lock it to prevent the node from re-rendering the frames when a child node renders.

If some input ROP has another ROP that is dependent on it, and that ROP isn’t locked, it will still render. Locking a ROP only blocks one dependency path through the locked ROP.

Render button

Clicking this button will cause the node to render.

Bypassing or locking a subnetwork will prevent any of the ROPs inside from rendering.

You can still force a bypassed or locked render node to render using the “Render All Bypassed Nodes” and “Render All Locked Nodes” options in the render control window.

Nodes

3D Texture GeneratorThis output operator is used to drive the image3d program which generates 3D texture maps.
Alembic
AlfredAlfred is a program shipped out with Pixar’s distribution of RenderMan.
Archive GeneratorGenerates disk-based archives which can be used by either mantra or RIB renderers.
BatchRenders the input ROP in a single batch job.
Brick Map GeneratorAllows you to convert Houdini volume primitives into Pixar brickmap files.
ChannelThe Channel output operator generates clip files from a particular CHOP.
CompositeThe Composite output operator renders the image(s) produced in the Compositing Editor.
DSM MergeMerges two or more deep shadow/camera map files.
DynamicsSaves the state of a DOP network simulation into files.
FetchMakes a dependency link to a ROP in a different network.
Filmbox FBXExports entire scenes to FBX files.
Frame ContainerPrevents frame dependency changes in the contained nodes from affecting its inputs.
Frame DepedencyAllows an output frame to depend on one or more input frames.
Geo to I3DConverts .bgeo and .geo volumes into .i3d
GeometryGenerates geometry files from a SOP or DOP network.
HQueue RenderHQueue, or Houdini Queue, is a distributed job scheduling system.
HQueue SimulationHQueue, or Houdini Queue, is a distributed job scheduling system.
MDD Point CacheThis output operator is used to write an MDD animation file.
MantraRenders the scene using Houdini’s standard mantra renderer and generates IFD files.
Mantra ArchiveGenerates disk-based archives which can be used by mantra.
MergeMerges several render dependencies into one.
Net BarrierBlocks the ROP network until synchronization occurs.
NullDoes nothing.
OpenGLRender an image using the hardware-accelerated 3D viewport renderer.
Pre PostRenders ROPs before and after a main job.
RenderManRenders the scene using Pixar’s RenderMan renderer.
RenderMan ArchiveGenerates disk-based archives which can be used by RenderMan .
ShellRuns an external command.
SubnetworkThe SubNetwork output operator provides an easy way to manage large number of output operators.
SwitchRenders one of several inputs.
WedgeRe-renders the same ROP multiple times with different settings
WrenThis output operator is used to drive the Wren rendering program.
mental rayRenders the scene using the mental ray renderer from mental images.