Houdini 18.5 Nodes Object nodes

Blend Sticky object node

Computes its transform by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.

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The Sticky object computes its transform from a UV position on a polygonal surface. Blend Sticky blends between two or more Sticky objects to get a new transform that still follows the surface. You can weight each input.

All inputs to this object must be Sticky objects, and all Sticky objects must be sticking to the same surface.


Sticky Blend


The attribute name of the texture to use for the polygonal parameterization.

Orient To Surface

Whether the local orientation of the point should be used. Uses the surface normal as the Z axis and the texture’s U axis as the Y axis.

Fetch World Transform

Uses the transform of the input Sticky geometry. If this is off, uses the parent transform of the Sticky Blend node.

Wrap in U/V

Wraps U and V values outside the U/V range. When this is off, the node ignores out of range U and V values.

U/V Range

The range of valid U/V values. Values outside this range will either wrap or be ignored, depending on the Wrap in U/V setting.

Assume UV Coordinates Unchanging

When this is on, the node saves time by not regenerating its cache of the target surface’s texture coordinates. Only turn this off if the target surface has animated geometry.

Clear UV Caches

Forces this node to regenerate its cache of the target surface’s texture coordinates. This node is conservative about rebuilding the cache, so you may need to use this if you change the geometry of the target surface. For animated geometry, turn off the Assume UV Coordinates Unchanging.


The weight assigned to each input sticky object. Higher weights move the blended point closer to that sticky object.



Whether or not this object is displayed in the viewport and rendered. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object in the viewport and not render it, or 1 to show and render the object. If the checkbox is off, Houdini ignores the value.

Set Wireframe Color

Use the specified wireframe color

Wireframe Color

The display color of the object

Viewport Selecting Enabled

Object is capable of being picked in the viewport.

Select Script

Script to run when the object is picked in the viewport. See select scripts .

Cache Object Transform

Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.

See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.

Geometry Scale

Uniform scaling about the xyz axes.


Whether to display only the icon, only the axis, or both.


Displays only the icon geometry.


Displays only the axis.

Icon and Axis

Displays both the icon and axis.

Control Type

Switches between the type of geometry to display.


Displays null geometry (i.e. cross).


Displays circle primitives.


Displays box primitive.


Displays plane primitives.

Null and Circles

Displays null and circle primitives.

Null and Box

Displays null and box primitives.

Null and Planes

Displays null and plane primitives.


If an input source is specified, this option will display the geometry of the input.


Used in conjunction with circle or plane primitives. Determines which circles or planes to display.

All planes

Displays circle or plane primitives on the YZ, ZX and XY planes.

YZ plane

Displays a circle or plane primitive on the YZ plane.

ZX plane

Displays a circle or plane primitive on the ZX plane.

XY plane

Displays a circle or plane primitive on the XY plane.

YZ, ZX planes

Displays circle or plane primitives on the YZ and ZX planes.

YZ, XY planes

Displays circle or plane primitives on the YZ and XY planes.

ZX, XY planes

Displays circle or plane primitives on the ZX and XY planes.

Shaded Mode

Determines whether to display the primitives as shaded objects or as wireframe objects.


Displays primitives in wireframe mode.


Displays primitives in shaded mode.

See also

Object nodes

  • Agent Cam

    Create and attach camera to a crowd agent.

  • Alembic Archive

    Loads the objects from an Alembic scene archive (.abc) file into the object level.

  • Alembic Xform

    Loads only the transform from an object or objects in an Alembic scene archive (.abc).

  • Ambient Light

    Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.

  • Auto Bone Chain Interface

    The Auto Bone Chain Interface is created by the IK from Objects and IK from Bones tools on the Rigging shelf.

  • Blend

    Switches or blends between the transformations of several input objects.

  • Blend Sticky

    Computes its transform by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.

  • Bone

    The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …

  • Camera

    You can view your scene through a camera, and render from its point of view.

  • Common object parameters

  • Dop Network

    The DOP Network Object contains a dynamic simulation.

  • Environment Light

    Environment Lights provide background illumination from outside the scene.

  • Extract Transform

    The Extract Transform Object gets its transform by comparing the points of two pieces of geometry.

  • Fetch

    The Fetch Object gets its transform by copying the transform of another object.

  • Formation Crowd Example

    Crowd example showing a changing formation setup

  • Franken Muscle

    Creates a custom muscle by combining any number of geometry objects, muscle rigs, and muscle pins.

  • Fuzzy Logic Obstacle Avoidance Example

  • Fuzzy Logic State Transition Example

  • Geometry

    Container for the geometry operators (SOPs) that define a modeled object.

  • Groom Merge

    Merges groom data from multiple objects into one.

  • Guide Deform

    Moves the curves of a groom with animated skin.

  • Guide Groom

    Generates guide curves from a skin geometry and does further processing on these using an editable SOP network contained within the node.

  • Guide Simulate

    Runs a physics simulation on the input guides.

  • Hair Card Generate

    Converts dense hair curves to a polygon card, keeping the style and shape of the groom.

  • Hair Card Texture Example

    An example of how to create a texture for hair cards.

  • Hair Generate

    Generates hair from a skin geometry and guide curves.

  • Handle

    The Handle Object is an IK tool for manipulating bones.

  • Indirect Light

    Indirect lights produce illumination that has reflected from other objects in the scene.

  • Instance

    Instance Objects can instance other geometry, light, or even subnetworks of objects.

  • Labs Fire Presets

    Quickly generate and render fire simulations using presets for size varying from torch to small to 1m high and low

  • Light

    Light Objects cast light on other objects in a scene.

  • Light template

    A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.

  • Microphone

    The Microphone object specifies a listening point for the SpatialAudio CHOP.

  • Mocap Acclaim

    Import Acclaim motion capture.

  • Mocap Biped 1

    A male character with motion captured animations.

  • Mocap Biped 2

    A male character with motion captured animations.

  • Mocap Biped 3

    A male character with motion captured animations.

  • Muscle

    The Muscle object is a versatile tool that can be used when rigging characters and creatures with musculature.

  • Muscle Pin

    Creates a simple rigging component for attaching regions of a Franken Muscle to your character rig.

  • Muscle Rig

    Creates the internal components of a muscle (the rig), by stroking a curve onto a skin object.

  • Null

    Serves as a place-holder in the scene, usually for parenting. this object does not render.

  • Object nodes

    Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.

  • Path

    The Path object creates an oriented curve (path)

  • PathCV

    The PathCV object creates control vertices used by the Path object.

  • Python Script

    The Python Script object is a container for the geometry operators (SOPs) that define a modeled object.

  • Ragdoll Run Example

    Crowd example showing a simple ragdoll setup.

  • Reference Image

    Container for the Compositing operators (COP2) that define a picture.

  • Rivet

    Creates a rivet on an objects surface, usually for parenting.

  • Simple Biped

    A simple and efficient animation rig with full controls.

  • Simple Female

    A simple and efficient female character animation rig with full controls.

  • Simple Male

    A simple and efficient male character animation rig with full controls.

  • Sound

    The Sound object defines a sound emission point for the Spatial Audio chop.

  • Stadium Crowds Example

    Crowd example showing a stadium setup

  • Stereo Camera Rig

    Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.

  • Stereo Camera Template

    Serves as a basis for constructing a more functional stereo camera rig as a digital asset.

  • Sticky

    Creates a sticky object based on the UV’s of a surface, usually for parenting.

  • Street Crowd Example

    Crowd example showing a street setup with two agent groups

  • Subnet

    Container for objects.

  • Switcher

    Acts as a camera but switches between the views from other cameras.

  • Tissue Solver

    Collects muscles, anatomical bone models, and skin objects and places them into a single dynamics simulation.

  • Toon Character

    A ready-to-animate Toon Character.

  • Top Network

    The TOP Network Object contains nodes for running tasks.

  • VR Camera

    Camera supporting VR image rendering.

  • Viewport Isolator

    A Python Script HDA providing per viewport isolation controls from selection.

  • glTF