Houdini 21.0 Nodes LOP nodes

Labs Karma 2.0

Renders USD stages using Karma with integrated caching, wedging, and TOPs workflows.

This node renders a USD stage using Karma while managing output paths, versioning, frame ranges, wedges, and scheduling.

It supports both interactive preview rendering and disk-based rendering, with optional TOPs integration for scalable execution.

The node exposes commonly used Karma controls directly, while allowing advanced Karma, AOV, denoising, and color-management options to be configured in one place.

Parameters

Primitive Path

USD primitive path defining the scope of the render.

File Method

Defines how output image paths are constructed.

Constructed: Builds paths automatically using base name, version, frame, and wedge tokens.

Explicit: Uses the explicitly specified output file path.

Time Dependent Render

Marks the render as time-dependent. Enable this when rendering animated sequences.

Create TOP File Cache

Creates a TOP File Cache setup for rendering.

Base Name

Base name used when constructing output paths.

File Type

Image format used for output files.

Image File

Explicit output image path when using Explicit file method.

Open Directory

Opens the directory containing the resolved output image file.

Base Folder

Base directory used for constructed output paths.

Open Directory

Opens the base output directory used for constructed paths.

Open Sequence

Opens the rendered image sequence in the system file browser.

Enable Version

Enables versioning and specifies the version number.

Version

Version number used when versioning is enabled.

Down Version

Decrements the current version number.

Up Version

Increments the current version number.

Clean Version

Removes unused or invalid version tokens from the output path.

Rendering

Overwrite Existing Cache

Allows existing rendered images to be overwritten.

Overwrite Existing Render

Render to Disk

Executes a render and writes images to disk.

Render to MPlay

Renders interactively to MPlay.

Generate Static

Generates static work items for TOPs-based execution.

Render in Background

Renders in the background without blocking the UI.

Cancel

Cancels the current render.

Sequence

Evaluate As

Defines how frames are evaluated.

Start/End/Inc

Frame range used for rendering.

F Menu

Quick presets for common frame ranges and substep patterns.

Override Frame

Overrides the evaluation frame.

Override Frame

Overrides the evaluation frame.

List of Frames

Explicit list of frames to render.

Wedging

Enable Wedging

Enables wedge-based rendering.

Evaluate As

Defines which wedges are rendered.

Single Wedge

Index of the single wedge to render when evaluating a single wedge.

List of Wedges

Explicit list of wedge indices to render.

Wedge Range

Start and end indices defining a range of wedges to render.

Wedge Count

Total number of wedges.

Clean Wedges

Removes stale or invalid wedge data from previous renders.

Number of Attributes

Attribute #

Attribute Name

Name of the parameter or attribute to be wedged.

Wedge Type

Method used to generate values for this wedge.

Min Value

Minimum value used for ranged wedge generation.

Max Value

Maximum value used for ranged wedge generation.

Seed

Random seed used for stochastic wedge generation.

Batch Size

Number of values grouped together per wedge batch.

Period Size

Number of steps before repeating values in periodic sequences.

List of Values

Explicit list of values used for this wedge.

Geometry Path

USD or SOP path used when sampling values from geometry.

Create Geometry

Creates geometry representing wedge values for debugging or inspection.

Default Value

Fallback value used if the attribute cannot be evaluated.

Scheduling

Scheduling

Use Custom TOP Scheduler

Enables use of a custom TOP scheduler instead of the default.

Scheduler Override

Path to the TOP scheduler used for execution.

Local

Frames per Batch

Number of frames processed per work item.

One Batch at a Time

Limits execution to one batch at a time.

local_is_CPU_number_set

Internal flag indicating whether CPU limits are explicitly set.

CPUs per Batch

Number of CPUs allocated to each work item.

CPU Count to Use

Preset CPU usage limits relative to available cores.

CPU Count

Explicit number of CPUs to use.

Memory

Sets a minimum free-memory requirement for execution.

MB

Minimum free memory in megabytes.

Percent

Minimum free memory as a percentage of system memory.

Karma

Karma

Rendering Engine

Selects the Karma rendering engine (CPU or XPU).

Simplified Shading

Forces simplified shading using a headlight for preview renders.

Pixel Samples

Number of primary samples per pixel.

Render Mode

Image Mode

Controls how the image is rendered (final or progressive).

Progressive Passes

Number of passes used in progressive rendering mode.

Sampling

Convergence Mode

Determines how sampling convergence is evaluated.

Min Ray Samples

The minimum number of secondary ray samples per pixel when using adaptive sampling.

Max Ray Samples

The maximum number of secondary ray samples per pixel when using adaptive sampling.

Diffuse Samples

The number of diffuse ray samples per shading evaluation.

Reflection Samples

The number of reflection ray samples per shading evaluation.

Refraction Samples

The number of refraction ray samples per shading evaluation.

Volume Samples

The number of volume scattering samples per shading evaluation.

SSS Samples

The number of subsurface scattering samples per shading evaluation.

Light Quality

Light Sampling Mode

Controls how lights are sampled during rendering.

Light Sampling Quality

Quality multiplier for light sampling. Higher values reduce noise at the cost of render time.

Noise Level

Noise Level

Target noise threshold for adaptive sampling.

Enable Indirect Guiding

Enables indirect guiding for sampling difficult lighting paths.

Indirect Samples

The number of guiding samples used when indirect guiding is enabled.

Pixel Oracle

Pixel Oracle

Enables adaptive per-pixel sampling using the oracle system.

Minimum Samples

Minimum samples per pixel when oracle is enabled.

Plane

AOV used to evaluate convergence.

Variance Threshold

Variance threshold used to stop sampling.

Random Seed

Random seed used for sampling. Change this to vary the noise pattern.

OCIO Transform

Applies an OCIO transform when displaying oracle output.

Display

OCIO display used for the oracle transform.

View

OCIO view used for the oracle transform.

Color Space

OCIO color space used for the oracle transform.

Volume and Opacity

Screendoor Samples

The number of samples used for stochastic transparency (screendoor opacity). Higher values reduce noise in semi-transparent surfaces.

Volume Step Rate

Step-size multiplier used for volume integration. Lower values increase quality at the cost of render time.

Limits

Diffuse Limit

Maximum diffuse bounces per ray.

Reflection Limit

Maximum reflection bounces per ray.

Refraction Limit

Maximum refraction bounces per ray.

Volume Limit

Maximum volume scattering bounces per ray.

SSS Limit

Maximum subsurface scattering bounces per ray.

Color Limit

Clamps total ray contribution to this maximum value.

Shared Color Limit

Uses the same clamp value for multiple color limit controls.

Indirect Color Limit

Clamps indirect ray contribution to this maximum value.

Russian Roulette Cutoff Depth

Ray depth after which Russian roulette may terminate low-contribution paths to reduce render time.

Image

Camera

Camera

Camera used for rendering.

Resolution

Output image resolution in pixels.

Choose Resolution

Preset resolution options.

Pixel Filter

Pixel Filter

Filter used for pixel reconstruction.

Pixel Filter Size

Size of the pixel filter kernel.

Aspect Ratio

Conform Policy

Controls how mismatched aspect ratios are handled.

Data Window NDC

Normalized device coordinate window used to crop or window the rendered image.

Pixel Aspect Ratio

Pixel aspect ratio used when writing the output image.

Depth of Field

Enable Depth of Field

Enables camera depth of field.

Per-Object Motion Blur

Per-Object Motion Blur

Enables per-object transform motion blur.

Xform Time Samples

The number of transform time samples used for motion blur.

Geo Time Samples

The number of geometry time samples used for motion blur.

Velocity Blur

Velocity Blur

Enables velocity-based motion blur.

Blur Type

Specifies how motion blur is computed.

Volume Velocity Scale

Scale applied to volume velocities when computing motion blur.

Instance Velocity Blur

Blur Type

Enables velocity blur for instanced primitives.

Instance Velocity Blur

Controls how velocity blur is applied to instances.

Denoiser

Denoiser

Enables image denoising.

Denoiser

Selects the denoising algorithm.

Use Albedo

Controls which auxiliary buffers are used during denoising.

Use N Input

Controls which auxiliary buffers are used during denoising.

Use Gl Output

Controls which auxiliary buffers are used during denoising.

AOVs

Specifies which AOVs are denoised.

Deep Camera Map

Ouput Deep Camera Map

Outputs a deep camera map (DCM).

DCM File

Output file path for the deep camera map.

DCM Render Vars

Render variables written into the deep camera map.

Shading

Shading

Ray Bias

Ray origin bias used to reduce self-intersections.

Constrain by Maximum Roughness

Limits shading effects based on surface roughness to reduce noise.

Automatic Headlight Creation

Creates a headlight automatically when no lights are present.

Geometry

Render Points as

Specifies how point primitives are rendered.

Render Curves As

Specifies how curve primitives are rendered.

Override Curves Basis

Overrides the curve basis used for rendering.

Cull Backface

Enables backface culling.

Dicing

usedicingcamera

Uses a dedicated camera for dicing calculations.

Dicing Camera

Camera used for dicing when dicing camera is enabled.

Offscreen Quality

Quality used for offscreen dicing.

Dicing Quality Scale

Multiplier applied to dicing quality.

Caustics

Enable Caustics

Enables caustic effects.

Roughness Clamp

Clamps roughness for caustic calculations to control noise.

Ambient Occlusion

Samples

Number of ambient occlusion samples.

Ray Distance

Maximum distance used for ambient occlusion rays.

Add Distance Fog

Adds depth-based fog for preview shading.

Fog Distance

Distance at which fog reaches full intensity.

Fog Color

Fog color used for preview shading.

Fog Alpha

Fog opacity used for preview shading.

AOVs

Beauty

Beauty

Enables the beauty AOV.

Split per LPE Tag

Splits the beauty AOV into separate outputs per LPE tag.

Beauty Unshadowed

Enables an unshadowed beauty AOV.

Split per LPE Tag

Splits the unshadowed beauty AOV into separate outputs per LPE tag.

Diffuse

Combined Diffuse

Enables the combined diffuse AOV.

Split per LPE Tag

Splits the combined diffuse AOV into separate outputs per LPE tag.

Direct Diffuse

Enables the direct diffuse AOV.

Split per LPE Tag

Splits the direct diffuse AOV into separate outputs per LPE tag.

Indirect Diffuse

Enables the indirect diffuse AOV.

Split per LPE Tag

Splits the indirect diffuse AOV into separate outputs per LPE tag.

Combined Diffuse Unshadowed

Enables an unshadowed combined diffuse AOV.

Split per LPE Tag

Splits the unshadowed combined diffuse AOV into separate outputs per LPE tag.

Direct Diffuse Unshadowed

Enables an unshadowed direct diffuse AOV.

Split per LPE Tag

Splits the unshadowed direct diffuse AOV into separate outputs per LPE tag.

Indirect Diffuse Unshadowed

Enables an unshadowed indirect diffuse AOV.

Split per LPE Tag

Splits the unshadowed indirect diffuse AOV into separate outputs per LPE tag.

Reflections and Refractions

Combined Glossy Reflection

Enables the combined glossy reflection AOV.

Split per LPE Tag

Splits the combined glossy reflection AOV into separate outputs per LPE tag.

Direct Glossy Reflection

Enables the direct glossy reflection AOV.

Split per LPE Tag

Splits the direct glossy reflection AOV into separate outputs per LPE tag.

Indirect Glossy Reflection

Enables the indirect glossy reflection AOV.

Split per LPE Tag

Splits the indirect glossy reflection AOV into separate outputs per LPE tag.

Glossy Transmission

Enables the glossy transmission AOV.

Split per LPE Tag

Splits the glossy transmission AOV into separate outputs per LPE tag.

BSDF Labelled 'coat'

Enables the coat component AOV.

Split per LPE Tag

Splits the coat component AOV into separate outputs per LPE tag.

Lights and Emission

Combined Emission

Enables the combined emission AOV.

Direct Emission

Enables the direct emission AOV.

Indirect Emission

Enables the indirect emission AOV.

Visible Lights

Enables an AOV for visible light contributions.

Split per LPE Tag

Splits visible light contributions into separate outputs per LPE tag.

Volume

Combined Volume

Enables the combined volume AOV.

Split per LPE Tag

Splits the combined volume AOV into separate outputs per LPE tag.

Direct Volume

Enables the direct volume AOV.

Split per LPE Tag

Splits the direct volume AOV into separate outputs per LPE tag.

Indirect Volume

Enables the indirect volume AOV.

Split per LPE Tag

Splits the indirect volume AOV into separate outputs per LPE tag.

SSS

BSDF Labelled 'sss'

Enables the subsurface scattering component AOV.

Split per LPE Tag

Splits the subsurface scattering component AOV into separate outputs per LPE tag.

Albedo

Albedo

Enables the albedo AOV.

Ray Level

Ray Origin (P)

Outputs the ray origin position.

Ray Direction (D)

Outputs the ray direction vector.

Time (Shutter Time)

Outputs the ray time within the shutter interval.

Near (Near Bias)

Outputs the ray near bias value.

Far (Max Distance)

Outputs the ray maximum distance.

Mask (Intersection Mask)

Outputs the intersection mask for the ray hit.

Contribution

Outputs the contribution weight for the ray hit.

P (World Space)

Outputs the hit position in world space.

Depth (Camera Space)

Outputs the hit depth in camera space.

Hit Stack

Outputs hit stack information for layered intersections.

Element (Raw Id)

Outputs the raw element identifier.

Prim Id

Outputs the primitive identifier.

UV

Outputs the hit UV coordinates.

Hit Dist

Outputs the hit distance along the ray.

dPdz

Outputs the depth derivative used for filtering.

N (Smooth Normal)

Outputs the smooth shading normal at the hit.

Ng (Geometric Normal)

Outputs the geometric normal at the hit.

Flags

Outputs hit flags describing the intersection state.

Extra AOVs

Number of AOVs

Render Variable #

Enable

Enables this render variable.

Name

Name of the render variable.

Format

Pixel format used for the AOV.

Multi Sampled

Enables multi-sampling for this render variable.

Clear Value

Clear value written for pixels with no contribution.

Data Type

Data type used when writing this render variable.

Source Name

Name of the source variable in Karma.

Source Type

Type of data used as the AOV source.

Karma

Pixel Filter

Pixel filter used for this render variable.

Cryptomatte

Outputs cryptomatte data for this render variable.

Overlap Limit

Maximum number of overlapping IDs stored per pixel.

Manifest File

Writes a sidecar manifest file for cryptomatte metadata.

LPE tags

LPE Tag AOV Limit

Maximum number of AOVs created when splitting outputs by LPE tag.

Omit LPE Tags

Enables omission of selected LPE tags from the output.

Omit LPE Tags

List of LPE tags to omit.

Imports

Import Render Vars From Second Input

Imports render variables from the second input.

Import Render Products From Second Input

Imports render products from the second input.

Advanced

Save

Harden Base Name on Save

Writes the current Base Name into the node so it no longer updates automatically.

Create Intermediate Directories

Creates missing directories when writing output files.

Initialize Simulation OPs

Initializes simulation operators before rendering.

Alfred Style Progress

Outputs progress in Alfred-style format for external monitoring.

Scripts

Pre-Render Script

Enables a script that runs before rendering starts.

Pre-Render Script

Script that runs before rendering starts.

Pre-Render Script Language

Language used for the pre-render script.

Pre-Frame Script

Enables a script that runs before each frame is rendered.

Pre-Frame Script

Script that runs before each frame is rendered.

Pre-Frame Script Language

Language used for the pre-frame script.

Post-Frame Script

Enables a script that runs after each frame is rendered.

Post-Frame Script

Script that runs after each frame is rendered.

Post-Frame Script Language

Language used for the post-frame script.

Post-Render Script

Enables a script that runs after rendering completes.

Post-Render Script

Script that runs after rendering completes.

Post-Render Script Language

Language used for the post-render script.

Node Generation

Top Karma In

Path to a TOP network input used for node generation or automation.

Path Construction

Frame

Frame token used when constructing output paths.

Frame String

Formatted frame string used when constructing output paths.

Version String

Formatted version string used when constructing output paths.

Wedge String

Formatted wedge string used when constructing output paths.

Image Folder

Resolved output directory for rendered images.

Image Name

Resolved base file name for rendered images.

Descriptive Label

Human-readable label used for generated outputs.

Output Image

Resolved output image path.

Checkpoint Name

Base name used for checkpoint files.

Output Checkpoint

Resolved output checkpoint product name.

DCM Name

Base name used for deep camera map output.

Output DCM

Resolved deep camera map output path.

Checkpointing

Checkpoint File

Checkpoint file used for saving or resuming renders.

Output Checkpoint Files

Writes checkpoint files during rendering.

Save Frequency

How often checkpoint files are written.

Resume From Checkpoint

Resumes rendering from an existing checkpoint file.

Tiles and Caching

Bucket Size

Render bucket size in pixels.

Bucket Order

Order in which buckets are rendered.

Cache Limit

Enables limiting render cache usage.

Cache Memory Ratio

Fraction of available memory used for caching.

Cache Size (MB)

Maximum cache size in megabytes.

Threads

Number of threads used for rendering.

Add Time Limit

Enables a maximum render time limit.

Time Limit

Maximum render time before the render is stopped.

USD

Complexity

Controls USD scene complexity during rendering.

Purpose

Specifies which USD purpose (render, proxy, guide) is rendered.

Resolver Context Asset Path

Asset resolution context for USD file paths.

USD Output Directory

Directory used when exporting USD output.

Context

Number of Options

Option Type

Type of USD context option to set.

Option Name

Name of the USD context option.

Option Value

String value assigned to the option.

Option Value

Numeric value assigned to the option.

Color Management

Number of Planes

Plane #

Enable

Enables this OCIO output transform.

Planes

Planes the OCIO transform applies to.

Input Space

OCIO input color space.

Output Space

OCIO output color space.

Looks

OCIO looks applied during output transform.

Color Limits

Number of Limits

Plane #

Enable

Enables clamping for the specified image planes.

Planes

Planes to clamp.

Limit

Clamp value for the selected planes.

Driver

Cancel Render if Missing Texture is Discovered

Cancels the render if a missing texture is encountered.

Run Command

Command executed to launch the render.

Strip Layers Above Layer Breaks

Removes layers above layer breaks when writing multilayer images.

Report Network Use

Reports network usage during rendering.

Wait for Render to Complete

Blocks execution until rendering finishes.

MPlay

Enable MPlay Monitor

Enables monitoring in MPlay.

Session Name

MPlay session name used for monitoring.

Preview Channels

Image planes shown in MPlay.

Preview Scale

Scale applied to the MPlay preview.

Profiling

Verbose Level

Controls logging verbosity.

VEX Profiling

Enables VEX profiling during rendering.

Add Message Time Stamps

Adds timestamps to log messages.

Windows Console

None:

Wait:

No Wait:

USD Trace

Enables USD tracing for debugging.

Log Output

Path for the standard output log.

Append to Log Instead of Overwriting

Appends to the log file instead of overwriting it.

Output Log

Path for the standard output log.

Error Log

Path for the error log.

Component Labels

Export Components

Exports component labels as separate outputs.

Diffuse Components

Enables diffuse component labeling.

Refract Components

Enables refraction component labeling.

Volume Components

Enables volume component labeling.

SSS Components

Enables subsurface scattering component labeling.

EXR Image

EXR Compression

Compression method used for EXR output.

DWA Compression Level

Compression level used for DWA compression.

Meta Data

Artist

Artist name embedded in the output image metadata.

Comment

Custom comment stored in image metadata.

Hostname

Stores the render machine hostname in metadata.

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

    Renders USD stages using Karma with integrated caching, wedging, and TOPs workflows.

  • 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.