Network editor
See also types of networks.
Overview
The network editor lets you see and edit the nodes in a folder in the scene hierarchy, and the connections between the nodes.
Usually you will have a network editor alongside a linked parameter editor , which lets you view and edit the parameters of the nodes you select in the network editor. You can also press P in the network editor to split it into a network view and a mini parameter editor.
Navigating the view
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Pan and zoom the network view |
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Automatically Pan and zoom to show all nodes | Right click the network background and choose Viewing controls > Home all, or press H. |
Automatically Pan and zoom to show the selected nodes | Right click the network background and choose Viewing controls > Home selected, or press G. |
Display detailed information on a node |
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Select nodes by name |
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Go inside a network node to see its contents |
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Go up a level to the network above the current one |
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Select the previous (input) or next (output) node in the current chain |
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Go the previous or next network location viewed (like a browser) |
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How to create nodes in the network editor
Many actions in Houdini automatically create nodes in the network, such as using the tools on the shelf. You can also manually add nodes in the network editor. For example, if you are viewing a geometry network you can create a Sphere node in the network editor pane, and a sphere will appear in the 3D view.
See the tab menu for information on using the tab menu to create nodes.
Work with nodes
| To... | Do this |
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Select a node |
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Select multiple nodes |
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Move a node in the layout area |
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Rename a node |
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Set the color of a node | This lets you annotate different areas, functions, and/or classes of nodes in the view using color. For example, in a shading network you could color all the lighting model VOPs yellow to make them easier to find at a glance.
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Delete nodes |
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Cut, copy, and paste one or more nodes |
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Show a context menu of commands related to a node |
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Change the display of the network | In the network editor, press D or right-click the background and choose Viewing controls > Display options. Settings you can change include:
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Tip | When you delete a node, the network tries to regenerate itself by connecting all the descendants of the deleted node to the node’s first parent. You can Delete a node and then insert a new node using |
Tip | You can copy and paste between multiple running instances of Houdini. To make each running copy of Houdini have a separate clipboard, use the SESI_COPY_SUFFIX environment variable. |
Connect (wire) nodes together
Connections between nodes have different meanings in different network types.
In Object (OBJ) networks, the connections control parenting (connect child objects to the outputs of parent objects).
In particle (POPs), geometry (SOPs), and compositing (COPs) networks, connections control the flow of geometry data through the network.
In render output (ROPs) networks, connections control dependencies between render passes (connect later renders to the outputs of prerequisite renders).
Tip | You can hold Space and pan and zoom the network view while connecting, if you need to bring the node you're connecting to into view. |
| To... | Do this | ||
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Connect existing nodes |
Click in empty space to cancel the connection. | ||
Manage connections |
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Delete a connection |
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Branch an already-connected output to another input |
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Create a new node and connect it to an input |
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Create a new node and insert it in the output stream |
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Create a new node and branch it off the output stream |
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Connect multiple node outputs at once to a single input | This is useful when you want to connect a bunch of nodes to a Merge node.
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Get help on an input |
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How to reorder inputs
Many nodes let you connect multiple nodes to their input, and the order of the inputs is sometimes significant (for example, Render nodes (ROPs) render their inputs in order).
To reorder the inputs, use the controls on the input list in the parameter editor.
Select the node in the network pane.
In the parameter editor, scroll down to the bottom of the panel. For nodes with multiple inputs there will be a list of inputs.

Drag and drop the inputs in the list or click the up-arrow icons to reorder them.
Network view
The layout area shows a graphical representation of the nodes in the network and connections between them.
Node
Nodes are represented in the layout area by a box, with an icon showing the node type, flags, and inputs and outputs.
If the node is drawn with red stripes, it means the node did not cook properly. If the tile is drawn with a yellow and black border, it means the node only partially cooked, and may be producing bad data. In either case, press
on the tile to see the error or warning message.

| Inputs | Connect to the outputs of other nodes. Many SOPs take geometry as input from “upstream” nodes, modify it, and output the modified geometry, to be used as input to other nodes. |
| Outputs | Connect to the inputs of other nodes. Many SOPs take geometry as input from “upstream” nodes, modify it, and output the modified geometry, to be used as input to other nodes. |
| Flags | Most node tiles have areas on the tile that you can click to turn certain flags on or off for that node. Some flags toggle on and off when you click the flag area, but some flags can only be on for one node at a time. |
Press
on the icon to show a context menu for the node.
Node context menu
| Toggle flag name | Use these menu items to switch the display flag, render flag, template flag, or lock flag on and off. They are the same as clicking the colored flags on the tile. |
| Take Toggle flag name | Add the state of the flag to the current take. |
| Preview Window | (SOPs only) Opens a new viewport in which you can view and edit the SOP’s geometry. This lets you see the effects of work in other panes, or higher up in the chain, on that sop. |
| Spreadsheet | (SOPs only) Opens a geometry spreadsheet for the SOP in a new floating window. |
| Save Geometry | (SOPs only) Lets you save the SOP’s geometry as a You can read the geometry back into Houdini use the File SOP. |
| Parameters | Opens a parameter editor for the node in a new floating window. |
| Edit Comment | Opens a window where you can view and edit the node’s comment field. This is the same as clicking the comment icon in the parameter editor. |
| Viewport Sync | (POPs only) Matches the viewport display to the current frame of the simulation. This ensures the display is accurate, but takes more time. For example, say you have changed Editors and the Playbar is set later than the last time the pop was cooked. With Viewport Sync enabled, all the in-between frames will be cooked and the updated simulation shown. If Viewport Sync is off, no frames are cooked, so you must remember that what is shown in the viewport may not be up-to-date. The Reset button in the Playbar will turn yellow to indicate that the viewport is out of date. |
| Change Type | This lets you change the node to a different node type, while optionally keeping its name, parameters, and network contents. |
| Export Type | Saves the custom data associated with the node type of the selected node to a This is the information shared by all nodes of the node type, not information for this specific node. This includes the creation script, the dialog script, the implementation ( |
| Create Digital Asset | (Subnets only) Creates a new scripted subnet from the node and saves it to a You can script this using optyperead, optypewrite, optypeinstall, and optypeuninstall. |
| Create New VOP Type | Embeds the node, for example, a shader node (SHOP), in a new VOP type and saves it to disk. You can then load the new VOP into a VOP network. |
| Edit Sub-Network | Jump down into the contents of a sub-network. |
| Edit POP Network | (POP SOP only) Opens a editor for a POP SOP’s POP network . |
| Hide/Expose Inputs/Outputs | Hide or show the chains of nodes preceding/following the node. A collapsed chain is represented by a dashed connection line. |
| Select Inputs/Outputs | Selects all nodes that connect into/out of the node. |
| Channels | Lets you scope channels on the node and create channel groups. This is the same as right-clicking a node in the channels list beside the channel editor. |
| Reference Copy | Creates a copy of this node that gets all its values from the original. |
| Delete | Deletes the node. The network does its best to reconnect the remaining nodes. |
| Type Properties | Opens the Operator Type Properties window. |
List view
List view shows all nodes in the current network and their flags and attributes in a tabular format. Right click in the network editor and choose View nodes as a list.
Ordering
Right click in list view and open the List Order submenu to set the order in which nodes appear in the list.
| User Defined | Lets you manually set the order of nodes by dragging them. |
| Alphabetical | Sorts the nodes by name. |
| Operator Type | Sorts the nodes by type. |
| Hierarchical | In Object networks (OBJ), this sorts the nodes into a tree according to parent-child relationships. Child objects are indented under parent objects. If the indenting would push the node off the edge of the pane, |
How to encapsulate nodes inside subnetworks
Subnetworks let you encapsulate multiple nodes inside a single node, streamlining your network visually and conceptually.
The subnet node can have up to four inputs, which are passed down to nodes in the subnet.
You can use subnetworks in geometry (SOP), particle (POP), and compositing (COP) networks.
| To... | Do this |
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Create an empty subnet |
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Create a subnetwork from existing nodes |
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Connect the subnet’s inputs to node inputs inside the subnet |
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Choose the subnet’s output |
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Label the subnet’s inputs |
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Group nodes visually with network boxes
| To... | Do this |
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Create a network box |
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Add or remove a node to/from a network box |
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Move or resize a network box |
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Remove a network box |
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Collapse a box to a stamp |
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Assign colors to network boxes |
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Troubleshooting
| Node icon gets yellow and back outline or red stripes | A yellow-and-black outline means the node only partially cooked, possibly because of bad input data. Red stripes over the icon mean the node had an error. Press |

