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                Add Variant
            
         Adds one or more variants to a variant set on a primitive. This node creates the primitive if it doesn’t exist. 
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                Additional Render Vars
            
         Create multiple render vars. 
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                Asset Reference
            
         Reference, Transform, and select variants of a USD Asset. 
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                Assign Material
            
         Assigns a material to one or more USD primitives. You can use also programmatically assign materials using VEX, programmatically override material settings for each assignment, and programmatically assign materials to geometry subsets. 
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                Assign Prototypes
            
         Switch point instances or USD instanceable prims to instance a different prototype. 
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                Attribute VOP
            
         Create/edit USD attribute values using a VOP network. 
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                Attribute Wrangle
            
         Create/edit USD primitive attributes using a VEX snippet. 
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                Auto Select LOD
            
         Automatically selects a level-of-detail variant based on the primitive’s distance from the camera. 
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                Bake Skinning
            
         Bakes animation driven by a UsdSkel into transforms and point positions. 
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                Basis Curves
            
         Creates or edits a basis curves shape primitive. 
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                Begin Context Options Block
            
         This node begins a block of LOP nodes, within which certain context options have certain values. 
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                Blend
            
         Partially applies edits to a layer’s attributes based on a fractional weight. 
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                Blend Constraint
            
         Blends transforms according to a list of weights specified as parameters. 
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                Cache
            
         Caches the results of cooking the network at different times, increasing playback speed. 
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                Camera
            
         Adds a USD camera to the scene. 
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                Capsule
            
         Creates or edits a capsule (tube with hemispherical ends) shape primitive. 
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                Collection
            
         Creates/edits collections using primitive patterns. 
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                Component Geometry
            
         Geometry container or import source, in a network created by the Component Builder tool. 
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                Component Geometry Variants
            
         Sets up geometry variants, in a network created by the Component Builder tool. 
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                Component Material
            
         Assigns materials to geometry in a network created by the Component Builder tool. 
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                Component Output
            
         Assembles the final Component prim, in a network created by the Component Builder tool. 
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                Cone
            
         Creates or edits a cone shape primitive. 
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                Configure Layer
            
         Edits metadata on a layer. 
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                Configure Primitives
            
         Edits various metadata on one or more primitives. 
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                Configure Properties
            
         Configures metadata on properties (relationships and attributes). 
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                Configure Stage
            
         Configures metadata for how to load layers into the stage and asset resolution. 
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                Coordinate System
            
         Define named coordinate systems used in shaders. 
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                Copy Property
            
         Copy properties from one primitive to another, or renames properties on a primitive. 
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                Create LOD
            
         Uses the PolyReduce SOP to automatically generate multiple levels of detail from a high-res model, and stores them as USD variants. 
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                Cube
            
         Creates or edits a cube shape primitive. 
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                Cylinder
            
         Creates or edits a cylinder shape primitive. 
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                Distant Light
            
         Creates or edits a USD Distant Light, representing a far-off light source such as the sun. Adds some useful Karma-specific attributes. 
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                Dome Light
            
         Creates or edits a USD Dome Light prim. A dome light emits light inward, simulating light coming from the sky/environment surrounding the scene. 
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                Draw Mode
            
         Sets draw mode properties on USD model assets. 
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                Drop
            
         Runs a simulation to drop primitives under gravity. 
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                Duplicate
            
         Creates copies of a prim (and its descendants). 
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                Edit
            
         Interactively transforms prims in the viewer. Can use physics collisions to position props realistically. 
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                Edit Context Options
            
         
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                Edit Material Network
            
         Allows you to edit an existing USD material by modifying parameters and shader connections. This can be useful if the existing material is on a non-editable layer. 
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                Edit Material Properties
            
         Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values. 
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                Edit Properties
            
         Lets you build a spare parameter interface to directly edit attribute and relationship values. 
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                Edit Properties From Node
            
         Lets you refer to the parameter on another node to directly edit attribute and relationship values. 
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                Edit Prototypes
            
         Modify the prototypes of native or point instances in-place, without disturbing the instancing setup. 
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                Edit Target Layer
            
         Allows you to apply edits directly in a lower layer, instead of overriding prims and attributes  in the active layer. 
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                Error
            
         Generates a message, warning, or error, which can show up on a parent asset. 
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                Explore Variants
            
         Visualize, set, or extract variants on primitives. 
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                Extract Instances
            
         Converts (heroes) an instance into a real editable prim. 
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                Fetch
            
         Grabs the output of another LOP, potentially in another LOP network. 
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                File Cache
            
         Caches (writes out once and then reads from) USD layers (possibly animated) to disk. 
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                Follow Path Constraint
            
         Constrains a prim to follow a path curve. 
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                For Each
            
         The end node of a For-Each loop block. 
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                Geometry Clip Sequence
            
         
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                Geometry Color
            
         Adds display color and display opacity primvars to geometry. 
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                Geometry Light
            
         Adds properties to turn geometry into lights. 
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                Geometry Sequence
            
         Imports a sequence of geometry files into LOPs as animated geometry. 
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                Geometry Subset VOP
            
         Creates USD geometry subsets within geometry prims (similar to groups in SOPs) based on evaluating a VEXpression or VOP network. 
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                Graft Branches
            
         Takes prims/branches from the second input and attaches them onto branches of the scene graph tree in the first input. 
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                Graft Stages
            
         Takes scene graph trees from other inputs and attaches them onto branches of the scene graph tree in the first input. 
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                HDA Dynamic Payload
            
         Cooks a OBJ or SOP asset on disk and imports the animated geometry output as a USD payload. 
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                Hermite Curves
            
         Creates or edits a hermite curves shape primitive. 
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                Houdini Preview Procedurals
            
         Invokes Houdini Procedurals while working interactively. 
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                Houdini Procedural: Crowd
            
         Houdini Crowd Procedural for Solaris. 
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                Houdini Procedural: Feather
            
         Generates feathers for rendering. 
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                Houdini Procedural: Hair
            
         Houdini Procedural: Haie for Solaris. 
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                Houdini Procedural: Ocean
            
         Houdini Ocean Procedural for Solaris. 
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                Houdini Procedural: RBD
            
         Houdini Procedural: RBD for Solaris. 
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                Husk Image Metadata
            
         Add Husk Custom Metadata to Render Products and Render Vars. 
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                Inline USD
            
         Parses usda code representing a layer and adds it to the layer stack. 
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                Insertion Point
            
         Represents a point in the node graph where nodes can be inserted. 
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                Instancer
            
         Instances or copies primitives onto points. 
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                Isolate Scene
            
         Work in masked areas of the stage. 
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                Karma Background Plate
            
         Sets up AOVs and hold-out or matte objects that leave holes in the scene through which the background is visible. These prims still take shadows and contribute to reflections as if they were the background. 
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                Karma Cryptomatte
            
         Setup Cryptomatte AOVs for Karma. 
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                Karma Fog Box
            
         Creates a constant volume within a box. 
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                Karma Physical Sky
            
         Creates a Karma Sky Dome and Sun Light rig. 
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                Karma Render Products
            
         Create multiple render products sharing common settings. 
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                Karma Render Settings
            
         Configure Render Settings for Karma. 
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                Karma Shadow Catcher
            
         Configure render-time hold-out or matte objects. 
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                Karma Sky Atmosphere
            
         Creates or edits a Karma Sky Atmosphere. 
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                Karma Sky Dome Light
            
         Creates or edits a Karma Sky Dome Light. 
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                Karma Standard Render Vars
            
         Create standard karma render vars (AOVs/Image Planes). 
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                Karma Texture Baker
            
         Create a Render Settings primitive to create texture maps that define shading states for an object. 
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                LPE Tag
            
         Manage Lights' LPE Tags. 
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                Labs Biome Plant Scatter Import (Beta)
            
         Import a biome plant scatter from SOPs to LOPs. 
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                Labs Karma AOVs for RenderMan Denoiser
            
         Generates AOVs for the Pixar RenderMan denoiser. 
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                Labs ML CV Directory Variant
            
         Creates a variant set from USD assets in a directory. 
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                Labs ML CV Dome Camera
            
         Generates a camera from one of the random positions within a specified 3D camera dome and frames the focus object within the camera’s view. 
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                Layer Break
            
         Starts a new active sublayer that subsequent nodes will edit, and indicates all previous layers will be discarded when saving to disk. 
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                Layer Replace
            
         Replaces all uses of a certain layer with a substitute layer from its second input. 
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                Layout
            
         Provides tools for populating a scene with instanced USD assets. You can place individual components, paint/scatter components in different ways using customizable brushes, and edit existing instances. 
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                Light
            
         Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes. 
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                Light Filter Library
            
         Authors USD light filter primitives from VOP nodes. 
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                Light Linker
            
         Creates USD light link properties based on rules. 
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                Light Mixer
            
         Lets you interactively edit USD properties for multiple lights. 
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                Live Render
            
         Launches renders which react to upstream LOP changes and send the image to the Render Gallery. 
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                Load Layer for Editing
            
         
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                Loft Payload Info
            
         Adds basic information from inside a payload to the primitive that loads the payload. 
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                Look At Constraint
            
         Constrains a prim to always point toward a target. 
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                Mask from Bounds
            
         Sets a primvar based on whether/by how much selected prims are inside a bounding shape. 
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                Match Size
            
         Resizes and recenters the input geometry to match a reference bounding box. 
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                Material Library
            
         Authors USD material primitives from shader VOP nodes. 
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                Material Linker
            
         Creates material assignments based on rules. 
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                Material Variation
            
         Creates attributes/primvars to override material parameters per-prim/instance. 
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                Merge
            
         Merges the layers from incoming stages into a unified layer stack. 
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                Merge Point Instancers
            
         Merges point instancers into a single consolidated point instancer. 
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                Mesh
            
         Creates or edits a mesh shape primitive. 
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                Modify Paths
            
         Modify asset path attribute values. 
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                Modify Point Instances
            
         Modifies point transforms and property values for individual point instances. 
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                Motion Blur
            
         Adds time samples to allow motion blur when rendering. 
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                Null
            
         This node does nothing. It can be useful to insert a Null into a network as a fixed point in the network that you can refer to by name in expressions/scripts. 
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                Output
            
         Represents the output of a subnetwork. Allows you to design a node asset with multiple outputs. 
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                Parent Constraint
            
         Makes a primitive appear to inherit the transform hierarchy of another prim somewhere else in the tree. 
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                Points
            
         Creates or edits a Points shape primitive. 
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                Points Constraint
            
         Position and Orient primitives using point positions from a geometry. 
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                Portal Light
            
         Creates or edits a USD Portal Light prim. A portal light is used in conjunction with a Dome Light to restrict the parts of the dome light that are sampled to illuminate a scene. 
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                Primitive
            
         Bulk-creates one or more attributes of a certain type. 
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                Prune
            
         Hides or deactivates primitives and point instances. 
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                Python Script
            
         Lets you write Python code in the node to use the USD API to directly manipulate the stage. 
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                RBD Destruction
            
         An example for a fracturing simulation in USD, also useful as a canned effect. 
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                Reference
            
         References the contents of a external USD files and/or layers created by other LOP nodes into a branch of the existing scene graph tree. Can also remove or replace existing references. 
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                Render Geometry Settings
            
         Applies renderer-specific geometry settings to geometry in the scene graph. 
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                Render Pass
            
         Creates or edits a UsdRenderPass prim, which represents a render pass, with attributes configuring the content of the pass, and how to configure the renderer to generate the pass. 
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                Render Product
            
         Creates or edits a UsdRenderProduct prim, which represents an output of a renderer (such as a rendered image file or other file-like artifact produced by a renderer), with attributes configuring how to generate the product. 
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                Render Settings
            
         Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene. 
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                Render Var
            
         Specifies a custom variable computed by the renderer and/or shaders, either a shader output or a light path expression (LPE). 
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                Resample Transforms
            
         Generates interpolated transform time samples from existing time samples on USD prims. 
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                Restructure Scene Graph
            
         This node has various operations for editing prim paths, variant sets, and composition arcs. 
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                Retime Instances
            
         Offsets and/or scales the timing of animation on selected instances. 
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                SOP Character Import
            
         Imports a character or animation from a SOP network into the USD scene graph. 
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                SOP Create
            
         Lets you create geometry in a SOP subnetwork inside this node, so you can create geometry in-place in the LOP network instead of needing a separate SOP network. 
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                SOP Crowd Import
            
         Imports a crowd from a SOP network into the USD scene graph. 
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                SOP Import
            
         Imports geometry from a SOP network into the USD scene graph. 
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                SOP Modify
            
         Converts USD geometry into SOP geometry, runs the SOP subnet inside this node on the geometry, and converts the changes back to USD overrides. 
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                Scene Doctor
            
         Validates primitives on a USD stage. 
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                Scene Import
            
         Imports models, materials, and lights from the Object level into the LOP network. 
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                Scope
            
         Creates a scope primitive. Scope is the simplest form of grouping, and does not have a transform. Scopes can be useful for organizing the scene tree. 
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                Set Extents
            
         Sets the bounding box metadata of selected primitives. 
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                Set Variant
            
         Selects (switches to) one of the variants stored in a variant set on a primitive. 
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                Shot Layer Edit
            
         Part of the Shot Builder Toolset, targets a specific layer for all shots that match the give pattern. 
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                Shot Load
            
         Part of the Shot Builder Toolset, load USD data for your project. 
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                Shot Output
            
         Part of the Shot Builder Toolset, outputs USD data and /or rendered images to your project. 
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                Shot Split
            
         Passes through the input node’s stage, but may alter the shot context option depending on which output branch is being cooked. 
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                Shot Switch
            
         Passes through one of several inputs, based on the shot context option. 
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                Simulation Proxy
            
         Generates low-poly collison geometry suitable for physical simulation and creates a proxy relationship to the original model. 
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                Sphere
            
         Creates or edits a sphere shape primitive. 
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                Split Point Instancers
            
         Splits a point instancer into two or more instances, which divide up the original instances. 
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                Split Primitive
            
         Splits USD geometry prims into child primitives based on geometry subsets or primvar values. 
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                Split Scene
            
         This node splits a scene graph into two disjoint sets of primitives. 
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                Stage Manager
            
         Provides a convenient interface to reference in many files at once and place them in the scene graph tree. 
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                Store Parameter Values
            
         Lets you store temporary (unsaved) data in the stage. 
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                Sublayer
            
         Imports from USD files or other LOP node chains into as sublayers, or removes/replaces/reorders existing sublayers. 
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                Subnet
            
         Encapsulates a LOP subnetwork, allowing you to organize and hide parts of the network. 
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                Surface Constraint
            
         Constrain a prim to stick to a surface. 
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                Switch
            
         Passes through one of several inputs, based on a parameter choice or expression. 
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                TimeShift
            
         Outputs the stage as it is at a different point in the timeline. 
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                Transform
            
         Edits the transforms of selected USD primitives. 
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                Transform UV
            
         Moves, rotates, and scales texture coordinates on USD primitives. 
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                Transform by SOP Points
            
         Transforms USD primitives by SOP points with transform attributes. 
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                USD ROP
            
         
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                USD Render ROP
            
         
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                Unassign Material
            
         Unbinds a material from one or more USD primitives. 
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                Value Clip
            
         
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                Vary Material Assignment
            
         Assign different materials across a number of prims to create variation. 
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                Volume
            
         References volume data on disk into a volume prim containing field prims. 
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                Xform
            
         Creates or edits an Xform prim. Xform (and its sub-classes) represents a transform in the scene tree.