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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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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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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 a collection using selected prims.
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Collection
Creates/edits collections using primitive patterns.
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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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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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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
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 Properties
Lets you build a spare parameter interface to directly edit attribute and relationship values.
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Edit Prototype
Switch point instances or USD instanceable prims to instance a different prototype.
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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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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 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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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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Karma Procedural
Sets up render-time instantiation for Karma.
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Karma Render Properties
Configure Render Properties for Karma (Beta).
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Karma Standard Render Vars
Create standard karma render vars (AOVs/Image Planes).
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LOP nodes
LOP nodes generate USD describing characters, props, lighting, and rendering.
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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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Light
Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes.
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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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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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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 LOP
Merges the layers from incoming stages into a unified layer stack.
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Mesh
Creates or edits a mesh shape primitive.
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Modify Point Instances
Modifies point transforms and property values for individual point instances.
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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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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 of how to a fracturing simulation in USD, also useful as a canned effect.
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Reference
References the contents of an external USD file into a branch of the existing scene graph tree, or removes/replaces 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 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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Retime Instances
Offsets and/or scales the timing of animation on selected instances.
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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 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 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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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 Primitive
Splits USD geometry prims into child primitives based on geometry subsets or primvar values.
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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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USD ROP
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USD Render ROP
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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.