Houdini 21.0 Nodes LOP nodes

File Cache

Caches (writes out once and then reads from) USD layers (possibly animated) to disk.

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Since 19.5

Overview

This node combines the functionality of the USD ROP and the Sublayer LOP to let you write out USD a file and then read that file on disk instead of cooking its input.

Tips

  • Use a Cache LOP as an input to this node, to get more control over subframe sampling.

Parameters

Load from Disk

When this is on, the node reads its output from the cached disk files, rather than cooking its input. When you click Save to Disk or Save to Disk in Background (on the Caching tab) to write out the cache files, the node automatically turns this checkbox on.

Reload Geometry

Force a reload of the file. This will also clear any cached data for packed disk primitives (see also the geocache command).

File Path

When this is Constructed (the default), the node builds up the cache file path(s) from the values of various parameters, allowing features such as versioning and animation options. If you set this to Explicit, you need to manually write a single expression in the Geometry File parameter with all the variables you want in the path (including the frame number when Time Dependent Cache is on).

Base Name

When File Path is Constructed, this is the first part of the cache file name. The default is $HIPNAME.$OS (the name of the current scene file without the .hip extension, then a dot, then the name of this node). This is usually sufficient to prevent filename collisions between files/nodes if you give this node an meaningful, unique name (if you have two networks containing nodes both named filecache1, you will get a collision). The drop down menu to the right of the text field has some more possible expressions.

File Type

The default is .bgeo.sc, which can handle any type of Houdini geometry and uses compression, so it’s always safe to use. If all the primitives in the input are always VDB volumes, you can switch the file type to save the files directly as .vdb. When you set the File Type to .vdb, the node converts Houdini’s primitive attributes to VDB grid metadata, and detail attributes to file metadata.

Base Folder

When File Path is Constructed, this is the folder to save the cache files into. The default is $HIP/geo (a folder named geo in the same directory as the current scene file). (When Version is on it adds another directory level inside the base folder.)

Open Directory

Click to show the contents of the Base Folder in the file manager. This can be useful when you want to clean up old cache files.

Version

When File Path is Constructed and the checkbox to the left is on, the node adds a directory level (and filename part) to the cache file path(s) indicating the version. This lets you cache multiple variations of the input network.

Caching

Cache

Save to Disk

Saves the geometry to disk with the last control settings.

Save to Disk in Background

Use a TOP network to cook and save the cache files to disk in a separate background process. This allows you to keep working on other parts of Houdini. The cached frames will show up as they are completed by the other process.

Cancel Cook

Stops all background caching processes, if any exist.

Tip

You can collapse the box around these buttons as a “safety latch”, to prevent yourself from clicking them and rebuilding the cache accidentally.

Cache Range

Evaluate As

When this is Frame Range the node writes a cache file for every frame (see Start/End/Inc below). If you don’t want pre-generate all frames at once, or if you know you only need to regenerate a single changed frame, you can set this to Single Frame. This makes the node write out a cache file only for the current frame (or the frame you set in Override Frame).

Override Frame

When Evaluate As is Single Frame and the checkbox to the left is on, cache this explicit frame number instead of the current frame from the timeline.

Start/End/Inc

Specifies the range of frames to render (start frame, end frame, and increment). All values may be floating point values. The range is inclusive.

These parameters determine the values of the local variables for the output driver.

$NRENDER

The number of frames to be rendered by the output driver.

$N

The current frame being rendered (starting at 1 and going to $NRENDER).

Substeps

When Evaluate As is Frame Range, this is the number of fractional sub-frames to divide each frame into. Caching sub-frames increases the quality of motion blur rendering for cached animated geometry. If you set Substeps greater than 1 and you've set File Path to Explicit, make sure your explicit path expression can handle fractional frames, by using $T (floating point time in seconds) or $FF (fractional frame number) instead of $F (whole frame number).

Scheduling

Scheduling

Custom TOP Scheduler

This parameter overrides the TOP scheduler for this node.

USD

Layers

Save Style

This node can apply some transformations to the layer stack before writing out files. These transformations do not affect the final composed stage, only the number of layer files generated.

Flatten Implicit Layers (Collapse Implicit Sublayers, Preserve References)

The default. Composes anonymous in-memory layers down onto the nearest layer with a file path (so the node will write out any layers that have file path metadata to separate USD files). This preserves references, variants, and other composition arcs.

Flatten All Layers (Combine All Sublayers, Preserve References)

This composes all layers (both anonymous layers and layers with file paths) into a single layer. This preserves references, variants, and other composition arcs, so the node may still write out more than one file if external files were referenced in.

Separate Layers (Preserve All Sublayers and References)

Don’t compose any layers in any way. Even anonymous in-memory layers will be saved out to their own files (you should turn off Error Saving Layers with Implicit Paths so the node doesn’t error trying to save anonymous layers).

This may be useful for debugging, especially in combination with debug flags on nodes, to see what each LOP node is doing.

When the node has to write out a layer without file path metadata, it will automatically generate a relative file path based on information such as the node path of the node that generated the layer.

Flatten Stage (Collapse All Sublayers and References)

This flattens all layers into a single stage, and “bakes in” all composition arcs, even variant selections. This discards information such as which opinions came from which layer, and unused variants. This writes out a single USD file.

This may be useful if you want to “delete history” and make it seem like it a file wasn’t composed from layers, references, variants, and so on.

Tip

If you want to “preserve history” but want the convenience and portability of a single file, use the USD Zip render node to generate a .usdz file.

Flush Data After Each Frame

When this is on, the node writes out each frame’s data to disk before cooking the LOP Network to generate the next frame of data. When this is off (the default), the node cooks the data for all frames into memory and writes out the animated files all at once. Turning on this option ensures that only a single frame worth of data is in RAM at any one time, allowing arbitrarily large USD files to be created. But saving each frame can be slightly slower, and the generated files may be larger because of the way USD files append new data to an existing file. See saving animation above.

When this option is on, this ROP can also generate separate USD files for each frame. To do this, embed the local variable for the current frame number in the Output File path (and other layer save paths) so each frame will write out files with unique names. For example:

$HIP/usd/scene_$F4.usd

See expression in filenames for more information.

Error Saving Layers with Implicit Paths

When this is on (the default), the node errors if it would otherwise write an anonymous in-memory layer (that is, a layer with no file path metadata) to disk.

You will usually only turn this off if you are using Save Style ▸ Separate Layers (Preserve All Sublayers and References) to write out every layer separate for debugging purposes.

Strip Layers Above Layer Breaks

Enable this option to prevent layers authored above Layer Break nodes from being written to disk by this ROP. This allows a Layer Break node to dictate which portions of the LOP Network are to be saved. Disabling this option allows this behavior to be overridden, forcing the full stage authored by the LOP network to be written to disk. This may be used for debugging purposes, or to write a complete scene to disk for rendering.

Output Processing

Use Relative Paths

This is automatically added by default. This processor changes absolute file paths to relative paths in layer files. This allows you to use paths such as $HIP/usd/foo.usd for loading, but have them written out as paths relative to the source file. This is recommended practice so you probably do not want to remove this processor.

Save All File to Specific Directory

The folder where all of the output files are stored.

Save Paths Relative to Output Path

Causes any Save Path parameter that are relative paths to be treated as if they are relative to the output file. This makes it easy to ensure all files generated by a LOP network are saved into a common root directory. Changing the save location of the output file will implicitly change the save location of all other files.

Use Search Paths

This processor includes a Search Path parameter. Each asset path is compared against the directories listed in this path. If the asset is inside one of the search paths, the asset will be referenced with a search path rather than a full path or relative path.

Match Output Layer Extension

Normally, if you change the extension of the output file, it only affects that “top-level” output file. All other external files are written to their embedded save paths, with their embedded extension. This processor changes the extension on all paths to match the extension of the output file. This means if you change the output file to use .usda (the textual format), when this processor is active, all external USD files will also switch to .usda.

Context Options

Number of Options

Lets you specify context options that only apply while writing out files from this node. Set the number of context options to define/override, or use the plus and minus buttons to add or remove options.

You could have two separate USD render nodes with different context options, so they would write out different USD from the same LOP network depending on uses of @contextoption references in expressions. This could be useful for wedging, or to cause the LOP network to configure the stage in ways that are not good for interactively, but should be written to disk.

Option Name

For each option, the name of the option. You can reference this option in an expression using @‹name.

Option Type

For each option, the type of data stored in the option, either a floating point number of a string.

Option Value

For each option, the value of the option (while this node writes out USD).

Advanced

Save

Enable Load from Disk on Save

Whether the node will automatically turn on Load from Disk when you click Save to Disk or Save to Disk in Background.

Harden Base Name on Save

When File Path is Constructed and this is on, when you click Save to Disk or Save to Disk in Background the node automatically converts the expression in Base Name to a literal string. This prevents the cache from breaking if you duplicate or rename the scene file or node.

Create Intermediate Directories

When writing out cache files, automatically create any intermediate directories in the file path that don’t exist.

Alfred Style Progress

A percentage complete value is printed out as files are written. This is in the style expected by Pixar’s Alfred render queue.

Save in Background

When saving more than one frame, save in a background thread. This can make saving faster for large file sizes, but may use more memory since it will retain the output geometry until the save completes.

Save Retries

If saving the geometry to disk fails due to a disk writing error, Houdini will usually error the output node immediately. This is desirable for most cases where a failure to save means an illegal path, which is not recoverable. However, sometimes files fail to save due to network issues. If the number of save retries is non-zero, Houdini will re-attempt to save this number of times. Each time will be accompanied with an output to the console of the failure to save and a five second wait in the hopes that the network will clear up.

Render with Take

Uses the settings in a particular take while rendering. Choose Current to use the current take when rendering.

Load

Missing Frame

This is what the node should do (in Load from Disk mode) when the node can’t find (or cleanly load) a cache file. Report Error sets an error on the node, preventing the rest of the network from cooking. This makes it obvious when a problem happens. No Geometry (the default) sets a warning on the node rather than an error, and outputs empty geometry. This can be useful if your network has a way of dealing with missing cache frames, or if they're not important.

Load Retries

If loading the geometry from disk fails due to a disk writing error, Houdini will usually error the output node immediately. This is desirable for most cases where a failure to load means an illegal path, which is not recoverable. However, sometimes files fail to load due to network issues. If the number of Load Retries is non-zero, Houdini will re-attempt to load this number of times. Each time will be accompanied with an output to the console of the failure to load and a five second wait in the hopes that the network will clear up.

Pre-fetch Geometry

Attempt to predict the next frame that will be needed and load it in the background. This lets computation be overlapped with file IO.

If you are blending multiple frames, the Cache Frames needs to be large enough for only the net-new frame to be loaded each cook. Otherwise the simple predictive model of the prefetcher will be confused and stop working.

Scripts

A script command can be specified for execution at various execution points. The expression language selected for the script parameter determines whether the command is in hscript or python.

Prior to execution, this node is automatically set as the global current node.

To run statements from a file, specify the path to the file with either a .cmd extension (when the language is set to Hscript) or a .py extension (when the language is set to Python). Additional arguments to the script can also be supplied. They will be parsed in a shell-like manner.

Pre-Render Script

Run this script before any rendering.

Pre-Frame Script

Run this script before each frame.

Post-Frame Script

Run this script after each frame.

Post-Render Script

Run this script after all rendering.

Path Construction

The expressions in these parameters allow an expert user to customize exactly how the node generates a cache file path. However, editing the expressions can easily break the operation of the node. The basic parameters include a lot of room for customization, so we recommend that you do not try to customize these expressions. However, they are available if, for example, they are necessary to conform with studio-wide conventions.

Version String

Contains an expression that generates the “version” part of the path, including a v prefix. Do not edit this expression.

Cache Folder

Contains an expression that generates the parent directory path for cache files. Do not edit this expression.

Cache Name

Contains an expression that generates the filename for cache files. Do not edit this expression.

Descriptive Label

Contains an expression that generates the descriptive text displayed next to this node (below the name and badges) in the network editor. This is set to output the cache filename pattern. Do not edit this expression.

Output File

Contains an expression that generates the resolved, full path of the cache file for the current frame. Do not edit this expression.

LOP nodes

  • Add Variant

    Adds one or more variants to a variant set on a primitive. This node creates the primitive if it doesn’t exist.

  • Additional Render Vars

    Create multiple render vars.

  • Asset Reference

    Reference, Transform, and select variants of a USD Asset.

  • 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.

  • Assign Prototypes

    Switch point instances or USD instanceable prims to instance a different prototype.

  • Attribute VOP

    Create/edit USD attribute values using a VOP network.

  • Attribute Wrangle

    Create/edit USD primitive attributes using a VEX snippet.

  • Auto Select LOD

    Automatically selects a level-of-detail variant based on the primitive’s distance from the camera.

  • Bake Skinning

    Bakes animation driven by a UsdSkel into transforms and point positions.

  • Basis Curves

    Creates or edits a basis curves shape primitive.

  • Begin Context Options Block

    This node begins a block of LOP nodes, within which certain context options have certain values.

  • Blend

    Partially applies edits to a layer’s attributes based on a fractional weight.

  • Blend Constraint

    Blends transforms according to a list of weights specified as parameters.

  • Cache

    Caches the results of cooking the network at different times, increasing playback speed.

  • Camera

    Adds a USD camera to the scene.

  • Capsule

    Creates or edits a capsule (tube with hemispherical ends) shape primitive.

  • Collection

    Creates/edits collections using primitive patterns.

  • Component Geometry

    Geometry container or import source, in a network created by the Component Builder tool.

  • Component Geometry Variants

    Sets up geometry variants, in a network created by the Component Builder tool.

  • Component Material

    Assigns materials to geometry in a network created by the Component Builder tool.

  • Component Output

    Assembles the final Component prim, in a network created by the Component Builder tool.

  • Cone

    Creates or edits a cone shape primitive.

  • Configure Layer

    Edits metadata on a layer.

  • Configure Primitives

    Edits various metadata on one or more primitives.

  • Configure Properties

    Configures metadata on properties (relationships and attributes).

  • Configure Stage

    Configures metadata for how to load layers into the stage and asset resolution.

  • Coordinate System

    Define named coordinate systems used in shaders.

  • Copy Property

    Copy properties from one primitive to another, or renames properties on a primitive.

  • Create LOD

    Uses the PolyReduce SOP to automatically generate multiple levels of detail from a high-res model, and stores them as USD variants.

  • Cube

    Creates or edits a cube shape primitive.

  • Cylinder

    Creates or edits a cylinder shape primitive.

  • 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.

  • 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.

  • Draw Mode

    Sets draw mode properties on USD model assets.

  • Drop

    Runs a simulation to drop primitives under gravity.

  • Duplicate

    Creates copies of a prim (and its descendants).

  • Edit

    Interactively transforms prims in the viewer. Can use physics collisions to position props realistically.

  • Edit Context Options

  • 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.

  • Edit Material Properties

    Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values.

  • Edit Properties

    Lets you build a spare parameter interface to directly edit attribute and relationship values.

  • Edit Properties From Node

    Lets you refer to the parameter on another node to directly edit attribute and relationship values.

  • Edit Prototypes

    Modify the prototypes of native or point instances in-place, without disturbing the instancing setup.

  • Edit Target Layer

    Allows you to apply edits directly in a lower layer, instead of overriding prims and attributes in the active layer.

  • Error

    Generates a message, warning, or error, which can show up on a parent asset.

  • Explore Variants

    Visualize, set, or extract variants on primitives.

  • Extract Instances

    Converts (heroes) an instance into a real editable prim.

  • Fetch

    Grabs the output of another LOP, potentially in another LOP network.

  • File Cache

    Caches (writes out once and then reads from) USD layers (possibly animated) to disk.

  • Follow Path Constraint

    Constrains a prim to follow a path curve.

  • For Each

    The end node of a For-Each loop block.

  • Geometry Clip Sequence

  • Geometry Color

    Adds display color and display opacity primvars to geometry.

  • Geometry Light

    Adds properties to turn geometry into lights.

  • Geometry Sequence

    Imports a sequence of geometry files into LOPs as animated geometry.

  • Geometry Subset VOP

    Creates USD geometry subsets within geometry prims (similar to groups in SOPs) based on evaluating a VEXpression or VOP network.

  • Graft Branches

    Takes prims/branches from the second input and attaches them onto branches of the scene graph tree in the first input.

  • Graft Stages

    Takes scene graph trees from other inputs and attaches them onto branches of the scene graph tree in the first input.

  • HDA Dynamic Payload

    Cooks a OBJ or SOP asset on disk and imports the animated geometry output as a USD payload.

  • Hermite Curves

    Creates or edits a hermite curves shape primitive.

  • Houdini Preview Procedurals

    Invokes Houdini Procedurals while working interactively.

  • Houdini Procedural: Crowd

    Houdini Crowd Procedural for Solaris.

  • Houdini Procedural: Feather

    Generates feathers for rendering.

  • Houdini Procedural: Hair

    Houdini Procedural: Haie for Solaris.

  • Houdini Procedural: Ocean

    Houdini Ocean Procedural for Solaris.

  • Houdini Procedural: RBD

    Houdini Procedural: RBD for Solaris.

  • Husk Image Metadata

    Add Husk Custom Metadata to Render Products and Render Vars.

  • Inline USD

    Parses usda code representing a layer and adds it to the layer stack.

  • Insertion Point

    Represents a point in the node graph where nodes can be inserted.

  • Instancer

    Instances or copies primitives onto points.

  • Isolate Scene

    Work in masked areas of the stage.

  • 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.

  • Karma Cryptomatte

    Setup Cryptomatte AOVs for Karma.

  • Karma Fog Box

    Creates a constant volume within a box.

  • Karma Physical Sky

    Creates a Karma Sky Dome and Sun Light rig.

  • Karma Render Products

    Create multiple render products sharing common settings.

  • Karma Render Settings

    Configure Render Settings for Karma.

  • Karma Shadow Catcher

    Configure render-time hold-out or matte objects.

  • Karma Sky Atmosphere

    Creates or edits a Karma Sky Atmosphere.

  • Karma Sky Dome Light

    Creates or edits a Karma Sky Dome Light.

  • Karma Standard Render Vars

    Create standard karma render vars (AOVs/Image Planes).

  • Karma Texture Baker

    Create a Render Settings primitive to create texture maps that define shading states for an object.

  • LPE Tag

    Manage Lights' LPE Tags.

  • Labs Biome Plant Scatter Import (Beta)

    Import a biome plant scatter from SOPs to LOPs.

  • Labs Karma AOVs for RenderMan Denoiser

    Generates AOVs for the Pixar RenderMan denoiser.

  • Labs ML CV Directory Variant

    Creates a variant set from USD assets in a directory.

  • 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.

  • Labs ML CV Synthetics Karma Rop

    Renders RGB image or ID EXR file for segmentation masking.

  • Layer Break

    Starts a new active sublayer that subsequent nodes will edit, and indicates all previous layers will be discarded when saving to disk.

  • Layer Replace

    Replaces all uses of a certain layer with a substitute layer from its second input.

  • 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.

  • Light

    Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes.

  • Light Filter Library

    Authors USD light filter primitives from VOP nodes.

  • Light Linker

    Creates USD light link properties based on rules.

  • Light Mixer

    Lets you interactively edit USD properties for multiple lights.

  • Live Render

    Launches renders which react to upstream LOP changes and send the image to the Render Gallery.

  • Load Layer for Editing

  • Loft Payload Info

    Adds basic information from inside a payload to the primitive that loads the payload.

  • Look At Constraint

    Constrains a prim to always point toward a target.

  • Mask from Bounds

    Sets a primvar based on whether/by how much selected prims are inside a bounding shape.

  • Match Size

    Resizes and recenters the input geometry to match a reference bounding box.

  • Material Library

    Authors USD material primitives from shader VOP nodes.

  • Material Linker

    Creates material assignments based on rules.

  • Material Variation

    Creates attributes/primvars to override material parameters per-prim/instance.

  • Merge

    Merges the layers from incoming stages into a unified layer stack.

  • Merge Point Instancers

    Merges point instancers into a single consolidated point instancer.

  • Mesh

    Creates or edits a mesh shape primitive.

  • Modify Paths

    Modify asset path attribute values.

  • Modify Point Instances

    Modifies point transforms and property values for individual point instances.

  • Motion Blur

    Adds time samples to allow motion blur when rendering.

  • 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.

  • Output

    Represents the output of a subnetwork. Allows you to design a node asset with multiple outputs.

  • Parent Constraint

    Makes a primitive appear to inherit the transform hierarchy of another prim somewhere else in the tree.

  • Points

    Creates or edits a Points shape primitive.

  • Points Constraint

    Position and Orient primitives using point positions from a geometry.

  • 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.

  • Primitive

    Bulk-creates one or more attributes of a certain type.

  • Prune

    Hides or deactivates primitives and point instances.

  • Python Script

    Lets you write Python code in the node to use the USD API to directly manipulate the stage.

  • RBD Destruction

    An example for a fracturing simulation in USD, also useful as a canned effect.

  • 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.

  • Render Geometry Settings

    Applies renderer-specific geometry settings to geometry in the scene graph.

  • 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.

  • 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.

  • Render Settings

    Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene.

  • Render Var

    Specifies a custom variable computed by the renderer and/or shaders, either a shader output or a light path expression (LPE).

  • Resample Transforms

    Generates interpolated transform time samples from existing time samples on USD prims.

  • Restructure Scene Graph

    This node has various operations for editing prim paths, variant sets, and composition arcs.

  • Retime Instances

    Offsets and/or scales the timing of animation on selected instances.

  • SOP Character Import

    Imports a character or animation from a SOP network into the USD scene graph.

  • 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.

  • SOP Crowd Import

    Imports a crowd from a SOP network into the USD scene graph.

  • SOP Import

    Imports geometry from a SOP network into the USD scene graph.

  • 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.

  • Scene Doctor

    Validates primitives on a USD stage.

  • Scene Import

    Imports models, materials, and lights from the Object level into the LOP network.

  • 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.

  • Set Extents

    Sets the bounding box metadata of selected primitives.

  • Set Variant

    Selects (switches to) one of the variants stored in a variant set on a primitive.

  • Shot Layer Edit

    Part of the Shot Builder Toolset, targets a specific layer for all shots that match the give pattern.

  • Shot Load

    Part of the Shot Builder Toolset, load USD data for your project.

  • Shot Output

    Part of the Shot Builder Toolset, outputs USD data and /or rendered images to your project.

  • Shot Split

    Passes through the input node’s stage, but may alter the shot context option depending on which output branch is being cooked.

  • Shot Switch

    Passes through one of several inputs, based on the shot context option.

  • Simulation Proxy

    Generates low-poly collison geometry suitable for physical simulation and creates a proxy relationship to the original model.

  • Sphere

    Creates or edits a sphere shape primitive.

  • Split Point Instancers

    Splits a point instancer into two or more instances, which divide up the original instances.

  • Split Primitive

    Splits USD geometry prims into child primitives based on geometry subsets or primvar values.

  • Split Scene

    This node splits a scene graph into two disjoint sets of primitives.

  • Stage Manager

    Provides a convenient interface to reference in many files at once and place them in the scene graph tree.

  • Store Parameter Values

    Lets you store temporary (unsaved) data in the stage.

  • Sublayer

    Imports from USD files or other LOP node chains into as sublayers, or removes/replaces/reorders existing sublayers.

  • Subnet

    Encapsulates a LOP subnetwork, allowing you to organize and hide parts of the network.

  • Surface Constraint

    Constrain a prim to stick to a surface.

  • Switch

    Passes through one of several inputs, based on a parameter choice or expression.

  • TimeShift

    Outputs the stage as it is at a different point in the timeline.

  • Transform

    Edits the transforms of selected USD primitives.

  • Transform UV

    Moves, rotates, and scales texture coordinates on USD primitives.

  • Transform by SOP Points

    Transforms USD primitives by SOP points with transform attributes.

  • USD ROP

  • USD Render ROP

  • Unassign Material

    Unbinds a material from one or more USD primitives.

  • Value Clip

  • Vary Material Assignment

    Assign different materials across a number of prims to create variation.

  • Volume

    References volume data on disk into a volume prim containing field prims.

  • Xform

    Creates or edits an Xform prim. Xform (and its sub-classes) represents a transform in the scene tree.