Reference Network editor

See also: Network types

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.

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 .geo, .bgeo (Houdini geometry), .poly, .bpoly (action geometry), .rib (RenderMan), .dxf, .iv (Inventor), or .obj file (see file formats supported by Houdini ).

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 .optype file.

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 (.so, .vex, or .vfl), the help card, the icon, and the label. You can edit the node type values by choosing Type Properties.

Create Digital Asset

(Subnets only) Creates a new scripted subnet from the node and saves it to a .optype file. You can then load the .optype file using File > Install OP Type.

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, +number is used instead to show how many additional levels the node would be indented.

Troubleshooting

Node icon gets yellow and black 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 on the node’s icon to see the warning or error message.