Houdini 19.5 Nodes Render nodes

Labs Texture Sheets 2.0 render node

Render an image sequence and assemble it as a single sheet (subUv, flipbook)

This node type is hidden. It is no longer supported.

A common workflow is to render out an image sequence and then assemble the sequence into a single sheet using the Mosaic node.

This node automates that process by combining the whole process into a single button, it also allows to render out normal maps both through the volumes or RGB lights.



Triggers rendering the whole process

Base Settings

Asset Name

Descriptive Name of the project, will be assembled in the filename as sequence_dir/assetname.frame.exr

Sequence Directory

Working directory for the individual images

Render Sequence

Triggers rendering only the color sequence

Render N Sequence

Triggers rendering only the normal images sequence

Render RGB Sequence

Triggers rendering only the RBG lights images sequence

Export Normal

Toggles rendering out the normals from the volume

Render RGB Lights (Normals)

Toggles the rendering out of the normals from RGB lights

Render Emission Layer

Toggles rendering the emission values of the fire


Channel Pack Normal, Emission, Alpha

Toggles packing different maps together, this can be setup under the Channel Packing Tab

Map Directory

Path to the final output directory, where the compiled sheets will be written out to

Render Color Map

Triggers the assembling of the color map

Render Normal Map

Triggers the assembling of the normal map

Render Packed Map

Triggers the assembling of the packed map


Node To Render

SOP to be included in the rendering


Camera object to be used for rendering



Allows you to set your desired export frame range.

Images per Line

Number of Columns on the final sheet


Size of the final sheet

No. Of Frames

READ ONLY Display of how many frames will be assembled

Atlas Layout

READ ONLY Display of how many rows vs columns on the final sheet

Override Camera Resolution (Based on Atlas Settings)

If this is turned on the camera resolution will match the settings for the final texture atlas.

Camera Resolution

READ ONLY Display of the camera resolution for each frame

Override Resolution

READ ONLY Display of the actual render resolution for each frame (could be changed by turning on Override Camera Resolution)

Render Settings

These are all promoted up from the Mantra ROP

Channel Packing

Set Composite View

Button to setup a COP network preview to visualize the channel packing of the final texture.

Texture Preview

Select which map to preview

Reload Sequences

Refresh the sequence files


In the packed Map, what does the red channel represent


In the packed Map, what does the green channel represent


In the packed Map, what does the blue channel represent


In the packed Map, what does the alpha channel represent

Blend N and RGB Lights

Blend between the volume normals and the light based normals

Advanced Settings


Flip Green Channel

Invert the Y channel of the Normal texture

Calculate N from:

Specify which volume the Normal will be based on


Image Sequence

Filepath for the color image sequence

N Image Sequence

Filepath for the normal image sequence

RGB Image Sequence

Filepath for the rgb normal image sequence

Image Sequence Internal

Full path to the individual frames that are written out


Color Map

Filepath to the final assembled image

Normal Map

Filepath to the final assembled normal image

Packed Map

Filepath to the final assembled packed image

Render nodes

  • Agent

    This output operator is used to write agent definition files.

  • Alembic

    Exports the scene to an Alembic archive. Alembic is a common exchange format for moving geometry and animation between different 3D software packages.

  • Archive Generator

    Generates disk-based archives which can be used by either mantra or RIB renderers.

  • Bake Animation

    Bakes animation from object transforms and CHOP overrides.

  • Bake Texture

    Generates a texture map from one or more objects' rendered appearance.

  • Batch

    Renders the input ROP in a single batch job.

  • Brick Map Generator

    Allows you to convert Houdini volume primitives into Pixar brickmap files.

  • Channel

    The Channel output operator generates clip files from a particular CHOP.

  • Composite

    The Composite output operator renders the image(s) produced in the Compositing Editor.

  • DSM Merge

    Merges two or more deep shadow/camera map files.

  • Dem Bones Skinning Converter

    Converts any non-changing topology deforming mesh sequence into a bone-based animation.

  • Dynamics

    Saves the state of a DOP network simulation into files.

  • Fetch

    Makes a dependency link to a ROP in a different network.

  • Filmbox FBX

    Exports entire scenes to FBX files.

  • Filmbox FBX Animation

    Export animation from geometry-based skeleton to an FBX file.

  • Filmbox FBX Character

    Export a skinned character with geometry-based skeleton to an FBX file.

  • Frame Container

    Prevents frame dependency changes in the contained nodes from affecting its inputs.

  • Frame Depedency

    Allows an output frame to depend on one or more input frames.

  • GLTF Character

  • Geometry

    Generates geometry files from a SOP or DOP network.

  • HQueue Render

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • HQueue Simulation

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • Hair Card Texture

    Renders hair textures for use on hair cards.

  • Karma

    Renders non-USD scenes using Houdini’s Karma renderer.

  • Labs 3D Facebook Image

    Quickly render a 3D scene to a 2.5D image that can be uploaded to Facebook.

  • Labs Flipbook Textures

    Renders, composites, and exports flipbook textures.

  • Labs JSON Exporter

    Export geometry attibutes to a JSON file.

  • Labs Marmoset Export

    The Marmoset Export ROP allows you to quickly generate an mview inside Houdini

  • Labs Niagara ROP

    Export point caches to be used with Unreal’s Niagara particle system.

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Vertex Animation Textures

    The Vertex Animation Textures ROP will export a mesh and a set of textures to be used with a shader for complex real-time effects, such as: soft-body deformation, rigid-body dynamics, dynamically remeshed geometries, and particle sprites.

  • MDD Point Cache

    This output operator is used to write an MDD animation file.

  • Mantra

    Renders the scene using Houdini’s standard mantra renderer and generates IFD files.

  • Mantra Archive

    Generates disk-based archives which can be used by mantra.

  • Merge

    Merges several render dependencies into one.

  • Net Barrier

    Blocks the ROP network until synchronization occurs.

  • Null

    Does nothing.

  • OpenGL

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Pre Post

    Renders ROPs before and after a main job.

  • Render nodes

    Render nodes either render the scene or set up render dependency networks.

  • Shell

    Runs an external command.

  • Subnetwork

    The SubNetwork output operator provides an easy way to manage large number of output operators.

  • Switch

    Renders one of several inputs.

  • Tractor

    Tractor is a program shipped out with Pixar’s distribution of RenderMan.

  • USD

    Renders a LOP network out to one or more USD files. This node is available as render node or as a LOP.

  • USD Render

    Renders an output image from the stage generated by a LOP network.

  • USD Stitch

    Merges USD files representing individual frames by composing them.

  • USD Stitch Clips

    Merges multiple value clips representing individual frames.

  • USD Zip

    Assembles USDZ archive files from existing USD files.

  • Wedge

    Re-renders the same ROP multiple times with different settings

  • Wren

    This output operator is used to drive the Wren rendering program.

  • glTF

  • glTF