See the USD Render render node.
See the USD Render render node.
Adds one or more variants to a variant set on a primitive. This node creates the primitive if it doesn’t exist.
Create multiple render vars.
Reference, Transform, and select variants of a USD Asset.
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.
Switch point instances or USD instanceable prims to instance a different prototype.
Create/edit USD attribute values using a VOP network.
Create/edit USD primitive attributes using a VEX snippet.
Automatically selects a level-of-detail variant based on the primitive’s distance from the camera.
Sets up 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.
Bakes animation driven by a UsdSkel into transforms and point positions.
Creates or edits a basis curves shape primitive.
This node begins a block of LOP nodes, within which certain context options have certain values.
Partially applies edits to a layer’s attributes based on a fractional weight.
Blends transforms according to a list of weights specified as parameters.
Caches the results of cooking the network at different times, increasing playback speed.
Adds a USD camera to the scene.
Creates or edits a capsule (tube with hemispherical ends) shape primitive.
Creates/edits collections using primitive patterns.
Geometry container or import source, in a network created by the Component Builder tool.
Sets up geometry variants, in a network created by the Component Builder tool.
Assigns materials to geometry in a network created by the Component Builder tool.
Assembles the final Component prim, in a network created by the Component Builder tool.
Creates or edits a cone shape primitive.
Edits metadata on a layer.
Edits various metadata on one or more primitives.
Configures metadata on properties (relationships and attributes).
Configures metadata for how to load layers into the stage and asset resolution.
Define named coordinate systems used in shaders.
Copy properties from one primitive to another, or renames properties on a primitive.
Uses the PolyReduce SOP to automatically generate multiple levels of detail from a high-res model, and stores them as USD variants.
Creates or edits a cube shape primitive.
Creates or edits a cylinder shape primitive.
Creates or edits a USD Distant Light, representing a far-off light source such as the sun. Adds some useful Karma-specific attributes.
Creates or edits a USD Dome Light prim. A dome light emits light inward, simulating light coming from the sky/environment surrounding the scene.
Runs a simulation to drop primitives under gravity.
Creates copies of a prim (and its descendants).
Interactively transforms prims in the viewer. Can use physics collisions to position props realistically.
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.
Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values.
Lets you build a spare parameter interface to directly edit attribute and relationship values.
Lets you refer to the parameter on another node to directly edit attribute and relationship values.
Modify the prototypes of native or point instances in-place, without disturbing the instancing setup.
Allows you to apply edits directly in a lower layer, instead of overriding prims and attributes in the active layer.
Generates a message, warning, or error, which can show up on a parent asset.
Visualize, set, or extract variants on primitives.
Converts (heroes) an instance into a real editable prim.
Grabs the output of another LOP, potentially in another LOP network.
Caches (writes out once and then reads from) USD layers (possibly animated) to disk.
Constrains a prim to follow a path curve.
The end node of a For-Each loop block.
Imports a sequence of geometry files into LOPs as animated geometry.
Creates USD geometry subsets within geometry prims (similar to groups in SOPs) based on evaluating a VEXpression or VOP network.
Takes prims/branches from the second input and attaches them onto branches of the scene graph tree in the first input.
Takes scene graph trees from other inputs and attaches them onto branches of the scene graph tree in the first input.
Cooks a OBJ or SOP asset on disk and imports the animated geometry output as a USD payload.
Creates or edits a hermite curves shape primitive.
Summary goes here.
Houdini Hair Procedural for Solaris.
Parses usda code representing a layer and adds it to the layer stack.
Represents a point in the node graph where nodes can be inserted.
Instances or copies primitives onto points.
Create multiple render products sharing common settings.
Work in masked areas of the stage.
Renders the USD scene using Houdini’s Karma renderer.
Setup Cryptomatte AOVs for Karma.
Creates a constant volume within a box.
Render an ocean with the Karma CPU renderer.
Configure Render Properties for Karma.
Create standard karma render vars (AOVs/Image Planes).
LOP nodes generate USD describing characters, props, lighting, and rendering.
Manage Lights LPE Tags.
Starts a new active sublayer that subsequent nodes will edit, and indicates all previous layers will be discarded when saving to disk.
Replaces all uses of a certain layer with a substitute layer from its second input.
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.
Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes.
Authors USD light filter primitives from VOP nodes.
Creates USD light link properties based on rules.
Lets you interactively edit USD properties for multiple lights.
Adds basic information from inside a payload to the primitive that loads the payload.
Constrains a prim to always point toward a target.
Sets a primvar based on whether/by how much selected prims are inside a bounding shape.
Resizes and recenters the input geometry to match a reference bounding box.
Authors USD material primitives from shader VOP nodes.
Creates material assignments based on rules.
Creates attributes/primvars to override material parameters per-prim/instance.
Merges the layers from incoming stages into a unified layer stack.
Creates or edits a mesh shape primitive.
Modify asset path attribute values.
Modifies point transforms and property values for individual point instances.
Adds time samples to allow motion blur when rendering.
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.
Represents the output of a subnetwork. Allows you to design a node asset with multiple outputs.
Makes a primitive appear to inherit the transform hierarchy of another prim somewhere else in the tree.
Creates or edits a Points shape primitive.
Position and Orient primitives using point positions from a geometry.
Bulk-creates one or more attributes of a certain type.
Hides or deactivates primitives and point instances.
Lets you write Python code in the node to use the USD API to directly manipulate the stage.
An example of how to a fracturing simulation in USD, also useful as a canned effect.
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.
Applies renderer-specific geometry settings to geometry in the scene graph.
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.
Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene.
Specifies a custom variable computed by the renderer and/or shaders, either a shader output or a light path expression (LPE).
Generates interpolated transform time samples from existing time samples on USD prims.
This node has various operations for editing prim paths, variant sets, and composition arcs.
Offsets and/or scales the timing of animation on selected instances.
Imports a character or animation from a SOP network into the USD scene graph.
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.
Imports a crowd from a SOP network into the USD scene graph.
Imports geometry from a SOP network into the USD scene graph.
Converts USD geometry into SOP geometry, runs the SOP subnet inside this node on the geometry, and converts the changes back to USD overrides.
Imports models, materials, and lights from the Object level into the LOP network.
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.
Sets the bounding box metadata of selected primitives.
Selects (switches to) one of the variants stored in a variant set on a primitive.
Generates low-poly collison geometry suitable for physical simulation and creates a proxy relationship to the original model.
Creates or edits a sphere shape primitive.
Splits a point instancer into two or more instances, which divide up the original instances.
Splits USD geometry prims into child primitives based on geometry subsets or primvar values.
This node splits a scene graph into two disjoint sets of primitives.
Provides a convenient interface to reference in many files at once and place them in the scene graph tree.
Lets you store temporary (unsaved) data in the stage.
Imports from USD files or other LOP node chains into as sublayers, or removes/replaces/reorders existing sublayers.
Encapsulates a LOP subnetwork, allowing you to organize and hide parts of the network.
Constrain a prim to stick to a surface.
Passes through one of several inputs, based on a parameter choice or expression.
Outputs the stage as it is at a different point in the timeline.
Edits the transforms of selected USD primitives.
Moves, rotates, and scales texture coordinates on USD primitives.
Unbinds a material from one or more USD primitives.
Assign different materials across a number of prims to create variation.
References volume data on disk into a volume prim containing field prims.
Creates or edits an Xform prim. Xform (and its sub-classes) represents a transform in the scene tree.