Houdini 19.5 Nodes Geometry nodes

Pyro Trail Source geometry node

Creates points suitable for sourcing into pyro simulations to create trails for explosions.

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Since 18.5

Overview

This node generates point clouds that travel along curves created by Pyro Trail Path or Ballistic Path nodes. The generated point clouds represent emission from projectiles moving along the trajectories and can be used to source into a pyro simulation.

Warning

This node uses the time point attribute to determine projectile locations for each frame. Thus, this attribute must be present on the incoming geometry.

Trail Source Types

  1. The node allows you to generate trails around the input points in a spherical shape, from which the trails will be launched outward. To achieve this, set Shape to Sphere.

  2. It can also generate trails along the direction of the burst (as set by Direction), which allows you to start trails from the mushroom cloud as it rises. Pyro Trail Path SOP will output such trails when Shape is set to Line.

Trail Components

A trail is made of a replicated set of points or what we call trail components. Each trail component represents a source attribute for pyro simulations. For each component, one of the following source attributes can be selected, which creates the corresponding point attributes.

  • Density (density), represented as grey color.

  • Temperature (temperature), represented as blue color.

  • Divergence (divergence), represented as orange color.

  • Burn (burn), represented as yellow color.

  • Color (Cd), which you determine.

  • Alpha (Alpha), represented by purple color.

The output of this node will be a mix of trail components, each responsible for capturing its own specified attribute. These attributes should be rasterized into volumes using the Volume Rasterize Attributes SOP, at which point they can be sourced into a pyro simulation or rendered directly as secondary effects. The Source Attribute (source_name by default) is created on points to ensure that each component only contributes to rasterization of its own attribute. For example, the temperature attribute will be set to 0 for points from the burn component, so using these burn points during temperature rasterization would lower the values in the final volume.

The velocity (v) attribute is a special exception. By default, v is appended to the Source Attribute of each point, signaling that all points should be used when rasterizing the velocity field. You can use Cull Velocity in the Quick Setups menu if you prefer to have only one burst component contribute to velocity rasterization.

Note

Turn on Prefix Attribute Name to prefix the source attribute’s name with trail_. This is useful for differentiating between sources created by this node and the Pyro Burst Source SOP.

Tip

Run the Source Volume option from the Quick Setups menu to quickly create a Volume Rasterize Attributes node that is automatically appended and updated based on the parameters on this node.

The rasterized volumes can be sourced into a pyro simulation or rendered directly as secondary effects.

Source Volume

If you want the trails to interact with the explosion, you need to source the generated volumes into the pyro simulation. This way, smoke sourced by the trails can be pushed by the simulated explosion, and the projectile’s motion can pull puffs of smoke from the main blast. You can alternatively run a secondary simulation, which lets you capture the effect of the main explosion on trails, without the trails affecting the explosion.

Render Volume

In many cases, especially when the explosion is in the background, you can forego simulating the trails and render them directly. In this case, turn on Scale Over Duration and Scale Along Trailing with Scale Further Using Age (found in the Trail Components tab). These options will fade the trails in various ways and make the volume more suitable for rendering.

Customizing Trails

You can generate trail components for an arbitrary number of paths with one node. By default, all trails will have the same properties, as set by the node’s parameters (such as Point Separation, Length, etc.). To vary these properties for each path, select the Set Varying option on the menu next to the corresponding parameter. This will use a different random value in the provided range for each input point. These generated random numbers are seeded with a primitive number by default; to use a custom integer attribute instead, set Randomization By to Seed Attribute. This will ensure that randomized properties will remain the same for an input curve even if primitives are shuffled or removed from the input, provided the value of the Seed Attribute stays the same.

You can also manually override parameter values with attributes. For example, if the input geometry has a trailingsep primitive attribute, its value can be used instead of the global Point Separation. This allows you to finely control particle separation for each input curve independently. To do this, the menu next to the corresponding parameter must also be set to Use Attribute.

Tip

You can use the randomization button on the right side of the menu to put down an attribute adjust node that creates or affects the relevant primitive attribute.

Parameters that can be controlled by primitive attributes are listed in the table below.

Parameter Name

Range

Attribute Name

Attribute Type

Point Separation

0 to ∞

trailingsep

float

Length

0 to ∞

trail_length

float

Radius

0 to ∞

trail_radius

float

Start Frame

-∞ to ∞

startframe

float

Speed

0 to ∞

speed

float

Fade by Age

0 to ∞

fade_startage

float

Warning

It is important that the number of incoming curves stays constant over time. Additionally, attributes controlling trail properties (listed above) should never be animated over time.

Primitives attributes corresponding to the name of the trail components will act as a multiplier on that source value. This provides fine control over each trail’s source values. A source attribute with a value of 0 will not create the corresponding trail component. For example, you can set the density attribute to 0 on some selected primitives, and those trails will not generate a density component. It is also safe to animate these attributes to control emission per trail over time.

Trail Component

Attribute Name

Attribute Type

Density

density

float

Temperature

temperature

float

Divergence

divergence

float

Burn

burn

float

Color

Cd

vector

Alpha

Alpha

float

Parameters

General

Group

The subset of the input primitives to use for source generation. Leave this blank to use all incoming paths.

Guide Display

Set this menu to Trail Path to see the incoming ballistic paths alongside the generated source points.

Quick Setups

This menu lets you run some simple scripted setups to help with the most common tasks.

Source Volume

Creates a Volume Rasterize Attributes node that is linked and automatically updated based on the parameters on this node.

Cull Velocity

Creates an Attribute Wrangle node downstream that modifies the Source Attribute to ensure that a single trail component will contribute to velocity rasterization.

Pyro Simulation

Creates a simple setup to quickly simulate the trails.

Initialize

Force Uniform will set all parameter override menus to Set Uniform. This is useful if you want all trail properties to be controlled by the parameter interface. Use Attribute will look for incoming attributes and corresponding parameters will be set to Use Attribute.

Additional Guides

Bursts usually disappear soon after their creation, which can makes it difficult to visualize them together with the trails. Turn this on to see pyro bursts as guides while displaying this node to help synchronize the animation of different elements. It can accept a white-space separated list of Pyro Burst Source nodes.

Randomization By

Controls how the random selection is seeded for parameters that are using Set Varying. Topology changes on the input geometry can shift element numbers, causing different random selection to be used. Seed Attribute lets you provide an integer attribute to make sure the random value is not dependent on element order.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Seed Attribute

Name of the integer primitive attribute to use for seeding random selection for parameters that are using Set Varying.

Trail Shape

Trailing

Point Separation

Sets the point density of generated points. Smaller values will create denser point clouds, which will also yield more details in the rasterized volumes. Larger values are suitable for background elements.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Variation

Sets the maximum allowed variation for point separation. The generated values will fall between Point Separation - Variation and Point Separation + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Length

Sets the length of the trails in world units. Larger values produce longer trails behind the leading point.

Tip

Use Correct Length Stepping on a component to make sure its trail length is no shorter than the distance traveled in a single frame.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Variation

Sets the maximum allowed variation in world units. Trail lengths will be between Length - Variation and Length + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Radius

Sets the thickness of the trails. Use the Radius Along Trailing ramp to control the thickness of the trail along its length.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Variation

Sets the maximum allowed variation for radii. The generated values will be between Radius - Variation and Radius + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Radius Along Trailing

Controls the thickness of the trail along its length. Going from right to left, the vertical axis of the ramp controls the trail thickness at the tip and end, respectively. Use Radius to scale the overall thickness of the trails.

Shape Noise

Enable Trailing Noise

By default, the whole trail will very strictly follow its path. Turn this parameter on to add noise to point positions along the trail. When this option is turned on, generated source points will move more chaotically around their path.

Amplitude

Sets the strength of the applied noise.

Noise Rolloff

Controls the affect of the noise across the length of the trail. When this is set to 0, the noise will be applied uniformly across the entire length of the trail. Increase this value to reduce the effect of noise near the front of the trail.

Size

Controls base feature size of the generated noise. The value applies to each axis.

Offset

The offset into the noise field. Change this value if the current noise pattern is undesirable.

Trail Animation

Animation

Start Frame

Controls when projectiles start moving along the paths. The menu next to this parameter is set to Shift Forward by default, since a startframe primitive attribute will exist on paths created by a Pyro Trail Path node. If this attribute does not exist, a default value of 0 will be assumed, which will then be affected by the Offset.

Note

Source points will only be generated on frames following it, since the trail has no length on its start frame.

Note

Float type time point attribute is used to tell the position of the projectile on the path at a given time. When the trail is generated with Pyro Trail Path or Ballistic Path, time is set to start with the value of 0. The purpose of the startframe primitive attribute is to offset the time attribute to make trails start at the given frame.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Offset

Offsets the existing startframe attribute by this amount when the menu is set to Shift Forward or Shift Backward. This allows you to adjust the start frames without modifying attribute values. If this primitive attribute does not exist on the input, this parameter directly controls the start frames.

Variation

Sets the maximum allowed variation. The generated start frames will be between Start Frame and Start Frame + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Speed Scale

Sets how fast the projectiles move along their paths. Lowering this value will make the projectiles travel slower.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Variation

Sets the maximum allowed variation for speed scales. The generated values will be between Speed Scale and Speed Scale + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Trail Components

Source Value

Default Value

A global scale on all source attribute values, except color sources (Cd).

Scale Over Duration

Provides a ramp to scale the source attribute value over the duration of the trail. This will not apply to color sources (Cd). Enabling this can make a trail fade away as it reaches the end of its path.

Scale Along Duration Ramp

Controls the scale of the source attribute values as the trails move along their paths. The left and right sides of this ramp correspond to the start and end of a trail.

Scale Along Trailing

Provides a ramp to scale the source attribute value over the length of the trail. This will not apply to color sources (Cd). Enabling this can make the tip of the trail emit more strongly than its end.

Scale Along Trailing Ramp

Controls the scale of the source attribute values along the extent of the trail. The left side of the ramp corresponds to the trail’s end, while the right side applies to its tip.

Scale Further Using Age

Turn on this checkbox to automatically fade away the source attribute values as a trail moves along the path. Once the normalized age exceeds Fade by Age, sources will start getting scaled down. This scale gets smaller as the age increases, reaching 0 at the end of the path.

Fade Age

This parameter sets the age from which on the trails start to fade from the end, towards the tip of the trail. This is a 0 to 1 value, where 0 means the launch of the trail and 1 means the age when the trail dies off.

Variation

Sets the maximum allowed variation. The variation will be between Fade Age - Variation and Fade Age + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Pyro Sources

Number of Sources

Sets the number of source components that are created for each burst.

Source

Create Source

The corresponding burst component will only be created when Create Source is turned on. Turn this off to quickly disable a component.

Attribute

Sets the source attribute for this burst component. Burst points that have a value of 0 for this attribute will not generate a burst component.

Click the randomization button on the right side of this parameter to randomize the value per incoming element. This will create/select a corresponding attribute adjust node to give you greater control over the parameter’s value.

Prefix Attribute Name

This will prefix the source attribute with the burst_. This is useful for differentiating between sources creating with this operator and those generated by the Pyro Trail Source SOP.

Source Value Scale

Scales the value of the source attribute for this burst component. Use the +/- button to quickly randomize the value per incoming point.

Variation

Sets the maximum allowed variation. The generated values will be between Source Value Scale - Variation and Source Value Scale + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Enable Noise

Changes the source value for the generated source points by a noise pattern.

Noise Operation

Sets how the noise pattern is combined with the source value. When this is set to Add Noise, the generated noise values will be between negative Amplitude and positive Amplitude, and will be added to the source value. The values are between 0 and Amplitude when this is set to Multiply, and the final source value is obtained by multiplying it with noise.

Amplitude

Sets the strength of the noise.

Size

Controls base feature size of the generated noise. The value applies to each axis.

Offset

The offset into the noise field. Change this value if the current noise pattern is undesirable.

Roughness

The scale increment between iterations of fractal noise. Higher values of Roughness produce finer details in the noise, while lower values yield a smoother noise field.

Base Color

Sets a constant color value for generated source points. The Base Color can be varied per trailing by enabling Hue Shift, Saturation, or Value.

Color

Sets the base color value for the source points. Hue Shift will be with respect to this color.

Hue Shift

When this checkbox is turned on, the hue is varied per trailing. Shifting by 0 produces the chosen Color, and other values correspond to moving along the color wheel.

Hue Shift Min

The minimum amount of hue shift. Each trailing will be given a hue shift between this minimum and Hue Shift Max.

Hue Shift Max

The maximum amount of hue shift. Each trailing will be given a hue shift between Hue Shift Min and this maximum.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Saturation

When this checkbox is turned on, color saturation is varied per trailing. Higher saturation results in more vibrant colors.

Saturation Min

The minimum color saturation to use. Each trailing will be given a saturation value between this minimum and Saturation Max.

Saturation Max

The maximum color saturation to use. Each trailing will be given a saturation value between Saturation Min and this maximum.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Value

When this checkbox is turned on, the value of the color will be varied per trailing. Value controls color brightness, with lower values producing darker colors.

Value Min

Minimum value to use for colors. Each trailing will be given a value between this minimum and Value Max.

Value Max

The maximum value to use for colors. Each trailing will be given a value between Value Min and this maximum. The maximum to decrease the intensity from Color.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Noise Color

Sets the color value based on a noise pattern. The generated one-dimensional noise pattern is mapped through the Color Over Noise ramp.

Mix Strength

Use Mix Strength to blend between the base color and the color generated by the noise pattern. The default value of 1 means that the noise color will overwrite the base color.

Size

Controls base feature size of the generated noise. The value applies to each axis.

Offset

The offset into the noise field. Change the value of the Offset if the current noise pattern is undesirable.

Roughness

The scale increment between iterations of fractal noise. Higher values of Roughness produce finer details in the noise, while lower values yield a smoother noise field.

Color Over Noise

A one-dimensional noise value is generated for each point. This ramp specifies how this single number is converted to a color. The left and right sides of this ramp correspond to noise values of 0 and 1, respectively.

Trail Overrides #

Correct Length Stepping

When the trail length is smaller than the distance the trails travel from one frame to the next, the trail volume will not be continuous. Turn on this checkbox to ensure that the length of the trail is at least this minimum distance for this trail component.

Length Scale

Scales the length of this trail component. This value acts as a component-specific multiplier on top of Length.

Variation

Sets the maximum allowed variation for length scales. The generated values will fall between Length Scale - Variation and Length Scale + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Radius Scale

Scales the thickness of this trail component. This value acts as a component-specific multiplier on top of Radius.

Variation

Sets the maximum allowed variation for radius scales. The generated values will fall between Radius Scale - Variation and Radius Scale + Variation.

Seed

Controls random selection for variation. Change this value if the current variation is undesirable.

Output Attributes

This tab controls additional attributes that can be generated by this node. Source Attributes are the ones needed for rasterization, while Generic Attributes control other attributes you might need for custom adjustments.

Source Attributes

Source Attribute

When this checkbox is turned on, this string attribute will be created to isolate only the relevant points for each output volume. For example, when rasterizing the burn attribute, only points whose Source Attribute value has burn in it will be considered.

Particle Scale

When this checkbox is turned on, a pscale point attribute will be created to store the representative size of each generated source point. Particle Scale acts as a multiplier for values of this attribute.

Velocity

When this checkbox is turned on, output points will have a v point attribute storing their velocity. Velocity acts as a multiplier for values of the v attribute.

Add Velocity Noise

Adds noise to the generated velocity values. Use this to break up the velocity field and produce more interesting motion during the simulation.

Amplitude

Sets how much to change the generated velocity values. When set to 0, the noise will have no effect.

Size

Controls base feature size of the generated noise. The value applies to each axis.

Offset

The offset into the noise field. Change the value of the Offset if the current noise pattern is undesirable.

Roughness

The scale increment between iterations of fractal noise. Higher values will produce finer details in the noise, while lower values will result in a smoother noise field.

Generic Attributes

Copy Input Attributes

Copies custom created point attributes from the input points to the generated points. This will ignore copying all internally used attributes.

Attributes

Only copy attributes whose names match this pattern. The default * copies all attributes. This will ignore copying all internally used attributes.

Normalized Age

The point attribute storing a zero to one value, which starts to increase from 0 when the burst component is created until 1 when the burst component is killed.

Trailing Position

The point attribute storing the position of each source point along its trailing.

Rest Position

When this checkbox is turned on, it creates an attribute to store the position of each point at the start of the burst. Unlike P, the rest position will not change as the burst points move.

Randomization Attribute

When this checkbox is turned on, the burstid point attribute will be created to store the value used by the Randomization By parameter.

See also

Geometry nodes

  • Adapt to Terrain

    Adapts a character’s skeleton to conform to terrain.

  • Adaptive Prune

    Removes elements while trying to maintain the overall appearance.

  • Add

    Creates Points or Polygons, or adds points/polys to an input.

  • Agent

    Creates agent primitives.

  • Agent Animation Unpack

    Extracts animation or MotionClips from an agent primitive.

  • Agent Character Unpack

    Extracts the rest geometry, skeleton, and animation from an agent primitive.

  • Agent Clip

    Adds new clips to agent primitives.

  • Agent Clip Properties

    Defines how agents' animation clips should be played back.

  • Agent Clip Transition Graph

    Creates geometry describing possible transitions between animation clips.

  • Agent Collision Layer

    Creates a new agent layer that is suitable for collision detection.

  • Agent Configure Joints

    Creates point attributes that specify the rotation limits of an agent’s joints.

  • Agent Constraint Network

    Builds a constraint network to hold an agent’s limbs together.

  • Agent Definition Cache

    Writes agent definition files to disk.

  • Agent Edit

    Edits properties of agent primitives.

  • Agent Layer

    Adds new shapes and layers to an agent primitive.

  • Agent Look At

    Adjusts the agent’s skeleton to look at a target.

  • Agent Metadata

    Adds custom data to an agent definition.

  • Agent Pose from Rig

    Updates an agent primitive’s pose from a geometry skeleton.

  • Agent Prep

    Adds various common point attributes to agents for use by other crowd nodes.

  • Agent Proxy

    Provides simple proxy geometry for an agent.

  • Agent Relationship

    Creates parent-child relationships between agents.

  • Agent Terrain Adaptation

    Adapts agents' legs to conform to terrain and prevent the feet from sliding.

  • Agent Transform Group

    Adds new transform groups to agent primitives.

  • Agent Unpack

    Extracts geometry from agent primitives.

  • Agent Vellum Unpack

    Extracts geometry from agent primitives for a Vellum simulation.

  • Agent from Rig

    Creates an agent primitive from a geometry skeleton.

  • Alembic

    Loads the geometry from an Alembic scene archive (.abc) file into a geometry network.

  • Alembic Group

    Creates a geometry group for Alembic primitives.

  • Alembic Primitive

    Modifies intrinsic properties of Alembic primitives.

  • Alembic ROP output driver

  • Assemble

    Cleans up a series of break operations and creates the resulting pieces.

  • Attach Joint Geometry

    Creates control geometry for SOP-based KineFX rigs.

  • Attribute Adjust Color

    Modifies values for a vector-type color attribute on the incoming geometry.

  • Attribute Adjust Dictionary

    Modifies dictionary attribute values.

  • Attribute Adjust Float

    Modifies floating point attribute values on the incoming geometry.

  • Attribute Adjust Integer

    Modifies integer attribute values on the incoming geometry.

  • Attribute Adjust Vector

    Modifies values for a vector-type attribute on the incoming geometry.

  • Attribute Blur

    Blurs out (or relaxes) points in a mesh or a point cloud.

  • Attribute Cast

    Changes the size/precision Houdini uses to store an attribute.

  • Attribute Combine

    Combines multiple attributes within one geometry into a new attribute.

  • Attribute Composite

    Composites vertex, point, primitive, and/or detail attributes between two or more selections.

  • Attribute Copy

    Copies attributes between groups of vertices, points, or primitives.

  • Attribute Create

    Adds or edits user defined attributes.

  • Attribute Delete

    Deletes point and primitive attributes.

  • Attribute Expression

    Allows simple VEX expressions to modify attributes.

  • Attribute Fade

    Fades a point attribute in and out over time.

  • Attribute Fill

    A low-level node that can solve combinatorial versions of some partial differential equations on an edge-connected point cloud.

  • Attribute From Pieces

    Assigns an attribute to points specifying which of a set of models should be copied/instanced to that point, randomly or based on various rules.

  • Attribute Interpolate

    Interpolates attributes within primitives or based on explicit weights.

  • Attribute Mirror

    Copies and flips attributes from one side of a plane to another.

  • Attribute Noise

    Adds or generates noise in geometry attributes.

  • Attribute Paint

    Interactively paint point attributes, such as color or deformation mask values, directly on geometry.

  • Attribute Promote

    Promotes or demotes attributes from one geometry level to another.

  • Attribute Randomize

    Generates random attribute values of various distributions.

  • Attribute Remap

    Fits an attribute’s values to a new range.

  • Attribute Rename

    Renames or deletes point and primitive attributes.

  • Attribute Reorient

    Modifies point attributes based on differences between two models.

  • Attribute String Edit

    Edits string attribute values.

  • Attribute Swap

    Copies, moves, or swaps the contents of attributes.

  • Attribute Transfer

    Transfers vertex, point, primitive, and/or detail attributes between two models.

  • Attribute Transfer by UV

    Transfers attributes between two geometries based on UV proximity.

  • Attribute Transform Compute

    Computes transform matrices using vector and matrix point attributes.

  • Attribute Transform Extract

    Decomposes transform point attributes into their component pieces and applies an Euler filter to the rotation component

  • Attribute VOP

    Runs a VOP network to modify geometry attributes.

  • Attribute Wrangle

    Runs a VEX snippet to modify attribute values.

  • Attribute from Map

    Samples texture map information to a point attribute.

  • Attribute from Parameters

    Creates a dictionary attribute filled with parameter values.

  • Attribute from Volume

    Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping.

  • Bake ODE

    Converts primitives for ODE and Bullet solvers.

  • Bake Volume

    Computes lighting values within volume primitives

  • Ballistic Path

    Generates ballistic projectile paths from the incoming points.

  • Bend

    Applies deformations to captured geometry such as bend, twist, taper, and squash/stretch.

  • Blast

    Deletes primitives, points, edges or breakpoints.

  • Blend Shapes

    Computes a 3D metamorphosis between shapes with the same topology.

  • Block Begin

    The start of a looping block.

  • Block Begin Compile

    The start of a compile block.

  • Block End

    The end/output of a looping block.

  • Block End Compile

    The end/output of a compile block.

  • Bone Capture

    Supports Bone Deform by assigning capture weights to bones.

  • Bone Capture Biharmonic

    Supports Bone Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes.

  • Bone Capture Lines

    Utility node that supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.

  • Bone Capture Proximity

    Supports Bone Deform by assigning capture weights to points based on distance to bones.

  • Bone Deform

    Uses capture attributes created from bones to deform geometry according to their movement.

  • Bone Link

    Creates default geometry for Bone objects.

  • Bone Solidify

    Converts surface geometry to a tetrahedral mesh for use as anatomical bones in a tissue system.

  • Boolean

    Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.

  • Boolean Fracture

    Fractures the input geometry using cutting surfaces.

  • Bound

    Creates a bounding box, sphere, or rectangle for the input geometry.

  • Box

    Creates a cube or six-sided rectangular box.

  • Bulge

    Deforms the points in the first input using one or more magnets from the second input.

  • COP2 Network

    Imports 2d geometry from a Composite network.

  • Cache

    Records and caches its input geometry for faster playback.

  • Cache If

    Chooses whether to cook the input or re-use cached output based on configurable conditions.

  • Capture Attribute Pack

    Converts array attributes into a single index-pair capture attribute.

  • Capture Attribute Unpack

    Converts a single index-pair capture attribute into per-point and detail array attributes.

  • Capture Correct

    Adjusts capture regions and capture weights.

  • Capture Layer Paint

    Lets you paint capture attributes directly onto geometry.

  • Capture Mirror

    Copies capture attributes from one half of a symmetric model to the other.

  • Capture Override

    Overrides the capture weights on individual points.

  • Capture Packed Geometry

    Rigidly capture input packed geometry to a SOP skeleton.

  • Capture Region

    Supports Capture and Deform operation by creating a volume within which points are captured to a bone.

  • Carve

    Slices, cuts or extracts points or cross-sections from a primitive.

  • Chain

    Repeats one or more pieces of geometry along a curve.

  • Channel

    Reads sample data from a chop and converts it into point positions and point attributes.

  • Character Blend Shape Channels

    Creates node parameters and/or detail attributes on the character’s skeleton to drive its blend shapes.

  • Character Blend Shapes

    Applies blend shapes to a KineFX character’s geometry using the weight attributes on its skeleton.

  • Character Blend Shapes Add

    Adds blend shapes to a character’s skin geometry.

  • Character Blend Shapes Extract

    Outputs one of a character mesh’s blend shapes.

  • Character I/O

    Packs Character mesh, capture pose and animation, saves them to disk, and loads them back again.

  • Character Pack

    Creates a packed geometry primitive from a rest geometry, skeleton, and animation inputs.

  • Character Unpack

    Extracts the rest geometry, skeleton, and animation from an packed geometry primitive.

  • Circle

    Creates open or closed arcs, circles and ellipses.

  • Circle Spline

    Evaluate and resample blended interpolating splines defined by one or more control polygons.

  • Circle from Edges

    Transforms selected geometry into a circle.

  • Clean

    Helps clean up dirty models.

  • Clip

    Removes or groups geometry on one side of a plane, or creases geometry along a plane.

  • Cloth Capture

    Captures low-res simulated cloth.

  • Cloth Deform

    Deforms geometry captured by the Cloth Capture SOP.

  • Cloud

    Creates a volume representation of source geometry.

  • Cloud Light

    Fills a volume with a diffuse light.

  • Cloud Noise

    Applies a cloud like noise to a Fog volume.

  • Cluster

    Low-level machinery to cluster points based on their positions (or any vector attribute).

  • Cluster Points

    Higher-level node to cluster points based on their positions (or any vector attribute).

  • Collision Source

    Creates geometry and VDB volumes for use with DOPs collisions.

  • Color

    Adds color attributes to geometry.

  • Comb

    Adjust surface point normals by painting.

  • Compute Rig Pose

    Evaluates a multiparm of transform parameters and applies them to the input skeleton.

  • Compute Transform

    Recomputes world space or local space transforms for points in a hierarchy.

  • Configure Clip Info

    Edits properties of a skeleton animation or motion clip.

  • Configure Joints

    Configures joint properties like local center of mass and transformation limits and creates a center of mass joint.

  • Configure Rig Vis

    Determines which input skeleton components are visible for a KineFX character.

  • Connect Adjacent Pieces

    Creates lines between nearby pieces.

  • Connectivity

    Creates an attribute with a unique value for each set of connected primitives or points.

  • Control

    Creates simple geometry for use as control shapes.

  • Convert

    Converts geometry from one geometry type to another.

  • Convert HeightField

    Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.

  • Convert Line

    Converts the input geometry into line segments.

  • Convert Meta

    Polygonizes metaball geometry.

  • Convert Tets

    Generates the oriented surface of a tetrahedron mesh.

  • Convert VDB

    Converts sparse volumes.

  • Convert VDB Points

    Converts a Point Cloud into a VDB Points Primitive, or vice versa.

  • Convert Volume

    Converts the iso-surface of a volume into a polygonal surface.

  • Convex Decomposition

    Decomposes the input geometry into approximate convex segments.

  • Copy and Transform

    Copies geometry and applies transformations to the copies.

  • Copy to Curves

    Copies geometry in the first input onto curves of the second input.

  • Copy to Points

    Copies geometry in the first input onto the points of the second input.

  • Crease

    Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.

  • Cross Section Surface

    Creates a surface around cross sections.

  • Crowd Assign Layers

    Assigns layers to a crowd to produce geometry variations.

  • Crowd Source

    Populates a crowd of agent primitives.

  • Curve

    Lets you interactively draw Bézier curves using tools similar to 2D illustration programs, as well as polylines and NURBS.

  • Curve Intersect

    Finds the intersections (or points of minimum distance) between two or more curves or faces.

  • DOP Import

    Imports geometry or transforms from a DOP simulation.

  • DOP Import Fields

    Imports scalar and vector fields from a DOP simulation.

  • DOP Import Records

    Imports option and record data from DOP simulations into points with point attributes.

  • DOP Network

  • Debris Source

    Generates point emission sources for debris, pyro, or particle sources from separating fractured rigid body objects.

  • Deformation Wrangle

    Runs a VEX snippet to deform geometry.

  • Delete

    Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.

  • Delete Joints

    Delete Joints on a SOP Rig.

  • DeltaMush

    Smooths out (or relaxes) point deformations.

  • Dem Bones Skinning Converter

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

  • Detangle

    Attempts to prevent collisions when deforming geometry.

  • Dissolve

    Removes edges from the input polygonal geometry merging polygons with shared edges.

  • Distance along Geometry

    Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point.

  • Distance from Geometry

    Measures distance between each point and a reference geometry.

  • Distance from Target

    Measures distance of each point from a target.

  • Divide

    Divides, smooths, and triangulates polygons.

  • Draw Curve

    Creates a curve based on user input in the viewport.

  • Draw Guides

  • Dynamic Warp

    Dynamically Time-warps the first input (the Source) using the second input (the Reference) as a reference.

  • Each

    Culls the input geometry according to the specifications of the For Each SOP.

  • Edge Collapse

    Collapses edges and faces to their centerpoints.

  • Edge Cusp

    Sharpens edges by uniquing their points and recomputing point normals.

  • Edge Divide

    Inserts points on the edges of polygons and optionally connects them.

  • Edge Equalize

    Transforms selected edges so that all edges are of equal length.

  • Edge Flip

    Flips the direction of polygon edges.

  • Edge Fracture

    Cuts geometry along edges using guiding curves.

  • Edge Straighten

    Straightens selected edges.

  • Edge Transport

    Copies and optionally modifies attribute values along edges networks and curves.

  • Edit

    Edits points, edges, or faces interactively.

  • Ends

    Closes, opens, or clamps end points.

  • Enumerate

    Sets an attribute on selected points or primitives to sequential numbers or strings.

  • Error

    Generates a message, warning, or error, which can show up on a parent asset.

  • Exploded View

    Pushes geometry out from the center to create an exploded view.

  • Export Object Transforms

    Export transform attributes to object nodes.

  • Extract Centroid

    Computes the centroid of each piece of the geometry.

  • Extract Locomotion

    Extracts translation and orientation from a character using a given input joint.

  • Extract Point from Curve

    Creates new points where an interpolated attribute has a certain value on a curve.

  • Extract T-Pose

    Extracts the t-pose position from the input bone, muscle, or tissue geometry.

  • Extract Transform

    Computes the best-fit transform between two pieces of geometry.

  • Extrude

    Extrudes geometry along a normal.

  • Extrude Volume

    Extrudes surface geometry into a volume.

  • FBIK Configure Targets

    Configures joint properties used by full-body inverse kinematics solvers.

  • FBX Animation Import

    Import animation from an FBX file as a geometry-based skeleton.

  • FBX Character Import

    Import a skinned character from an FBX file with animation.

  • FBX Skin Import

    Import skin geometry from an FBX file.

  • FEM Deform

    Deforms a solid piece of geometry (tetrahedral mesh) using the FEM quasistatic solver.

  • FEM Validate

    Visualizes the quality of a tetrahedral mesh.

  • FEM Visualize

  • FK Transfer

    Transfer forward kinematic motion to a SOP-based skeleton

  • FLIP Boundary

    Creates a surface or density VDB for sourcing or deleting SOP FLIP fluid particles.

  • FLIP Collide

    Converts connected geometry and volumes into collision object for SOP FLIP fluids.

  • FLIP Container

    Creates a domain for a SOP FLIP fluid simulation.

  • FLIP Solver

    Evolves an object as a FLIP fluid object inside a SOP network.

  • FLIP Source

    Creates a surface or density VDB for sourcing FLIP simulations.

  • Facet

    Controls the smoothness of faceting of a surface.

  • Fiber Groom

    Defines the fiber direction vector for input solid muscle geometry.

  • Filament Advect

    Evolves polygonal curves as vortex filaments.

  • File

    Reads, writes, or caches geometry on disk.

  • File Cache

    Caches (writes out once and then reads from) geometry (possibly animated) to disk.

  • File Cache

    Caches (writes out once and then reads from) geometry (possibly animated) to disk.

  • File Merge

    Reads and collates data from disk.

  • Filmbox FBX ROP output driver

  • Find Shortest Path

    Finds the shortest paths from start points to end points, following the edges of a surface.

  • Fluid Compress

    Compresses the output of fluid simulations to decrease size on disk

  • Font

    Creates 3D text from Type 1, TrueType and OpenType fonts.

  • Force

    Uses a metaball to attract or repel points or springs.

  • Fractal

    Creates jagged mountain-like divisions of the input geometry.

  • Full Body IK

    Transfer a motion to a SOP-based skeleton using full-body inverse kinematics algorithm.

  • Fur

    Creates a set of hair-like curves across a surface.

  • Fuse

    Merges or snaps points.

  • Geometry nodes

    Geometry nodes live inside Geo objects and generate geometry.

  • Glue Cluster

    Adds strength to a glue constraint network according to cluster values.

  • Grain Source

    Generates particles to be used as sources in a particle-based grain simulation.

  • Graph Color

    Assigns a unique integer attribute to non-touching components.

  • Grid

    Creates planar geometry.

  • Groom Blend

    Blends the guides and skin of two grooms.

  • Groom Fetch

    Fetches groom data from grooming objects.

  • Groom Pack

    Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk.

  • Groom Switch

    Switches between all components of two groom streams.

  • Groom Unpack

    Unpacks the components of a groom from a packed groom.

  • Group

    Generates groups of points, primitives, edges, or vertices according to various criteria.

  • Group Combine

    Combines point groups, primitive groups, or edge groups according to boolean operations.

  • Group Copy

    Copies groups between two pieces of geometry, based on point/primitive numbers.

  • Group Delete

    Deletes groups of points, primitives, edges, or vertices according to patterns.

  • Group Expand

    Expands or shrinks groups of Edges, Points, Primitives, or Vertices.

  • Group Expression

    Runs VEX expressions to modify group membership.

  • Group Find Path

    Constructs groups for paths between elements.

  • Group Joints

    Group Joints on a SOP Rig.

  • Group Paint

    Sets group membership interactively by painting.

  • Group Promote

    Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups.

  • Group Range

    Groups points and primitives by ranges.

  • Group Rename

    Renames groups according to patterns.

  • Group Transfer

    Transfers groups between two pieces of geometry, based on proximity.

  • Group by Lasso

    Groups points and primitives by lasso.

  • Group from Attribute Boundary

    Creates a group that includes the boundaries of the specified attribute.

  • Groups from Name

    Creates group for each unique name and adds elements to that group.

  • Guide Advect

    Advects guide points through a velocity volume.

  • Guide Collide With VDB

    Resolves collisions of guide curves with VDB signed distance fields.

  • Guide Deform

    Deforms geometry with an animated skin and optionally guide curves.

  • Guide Groom

    Interactively creates and modifies guide curves.

  • Guide Group

    Creates standard primitive groups used by grooming tools.

  • Guide Initialize

    Quickly give hair guides some initial direction.

  • Guide Mask

    Creates masking attributes for other grooming operations.

  • Guide Partition

    Creates and prepares parting lines for use with hair generation.

  • Guide Process

    Modifies guide or hair using one or more operations.

  • Guide Skin Attribute Lookup

    Looks up skin geometry attributes under the root point of guide curves.

  • Guide Tangent Space

    Constructs a coherent tangent space along a curve.

  • Guide Transfer

    Transfer hair guides between geometries.

  • Hair Card Generate

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

  • Hair Clump

    Clumps guide curves together.

  • Hair Generate

    Generates hair on a surface or from points.

  • Hair Growth Field

    Generates a velocity field based on stroke primitives.

  • Heat Geodesic

    Measures the distance of each point to a group of source points along a polygonal surface.

  • HeightField

    Generates an initial heightfield volume for use with terrain tools.

  • HeightField Blur

    Blurs a terrain height field or mask.

  • HeightField Clip

    Limits height values to a certain minimum and/or maximum.

  • HeightField Copy Layer

    Creates a copy of a height field or mask.

  • HeightField Crop

    Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field.

  • HeightField Cutout by Object

    Creates a cutout on a terrain based on geometry.

  • HeightField Deform

    Deforms geometry by a changing HeightField

  • HeightField Distort by Layer

    Displaces a height field by another field.

  • HeightField Distort by Noise

    Advects the input volume through a noise pattern to break up hard edges and add variety.

  • HeightField Draw Mask

    Lets you draw shapes to create a mask for height field tools.

  • HeightField Erode

    Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.

  • HeightField Erode Hydro

    Simulates the erosion from one heightfield sliding over another for a short time.

  • HeightField Erode Precipitation

    Distributes water along a heightfield. Offers controls for adjusting the intensity, variability, and location of rainfall.

  • HeightField Erode Thermal

    Calculates the effect of thermal erosion on terrain for a short time.

  • HeightField File

    Imports a 2D image map from a file or compositing node into a height field or mask.

  • HeightField Flatten

    Flattens a masked region of a heightfield terrain.

  • HeightField Flow Field

    Generates flow and flow direction layers according to the input height layer.

  • HeightField Isolate Layer

    Copies another layer over the mask layer, and optionally flattens the height field.

  • HeightField Layer

    Composites together two height fields.

  • HeightField Layer Clear

    Sets all values in a heightfield layer to a fixed value.

  • HeightField Layer Properties

    Sets the border voxel and compression policies on a height field volume.

  • HeightField Mask by Feature

    Creates a mask based on different features of the height layer.

  • HeightField Mask by Object

    Creates a mask based some other geometry.

  • HeightField Mask by Occlusion

    Creates a mask where the input terrain is hollow/depressed, for example riverbeds and valleys.

  • HeightField Noise

    Adds vertical noise to a height field, creating peaks and valleys.

  • HeightField Output

    Exports height and/or mask layers to disk as an image.

  • HeightField Paint

    Lets you paint values into a height or mask field using strokes.

  • HeightField Patch

    Patches features from one heightfield to another.

  • HeightField Pattern

    Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.

  • HeightField Project

    Projects 3D geometry into a height field.

  • HeightField Quick Shade

    Applies a material that lets you plug in textures for different layers.

  • HeightField Remap

    Remaps the values in a height field or mask layer.

  • HeightField Resample

    Changes the resolution of a height field.

  • HeightField Scatter

    Scatters points across the surface of a height field.

  • HeightField Slump

    Simulates loose material sliding down inclines and piling at the bottom.

  • HeightField Terrace

    Creates stepped plains from slopes in the terrain.

  • HeightField Tile Splice

    Stitches height field tiles back together.

  • HeightField Tile Split

    Splits a height field volume into rows and columns.

  • HeightField Transform

    Height field specific scales and offsets.

  • HeightField Visualize

    Visualizes elevations using a custom ramp material, and mask layers using tint colors.

  • Hole

    Makes holes in surfaces.

  • IK Chains

    Create and evaluate Two-Bone IK solvers on a SOP skeleton.

  • Inflate

    Deforms the points in the first input to make room for the inflation tool.

  • Instance

    Instances Geometry on Points.

  • Intersection Analysis

    Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves.

  • Intersection Stitch

    Composes triangle surfaces and curves together into a single connected mesh.

  • Invoke Compiled Block

    Processes its inputs using the operation of a referenced compiled block.

  • Invoke Graph

    Processes its inputs using operations defined by a geometry graph.

  • IsoOffset

    Builds an offset surface from geometry.

  • Join

    The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.

  • Joint Capture Biharmonic

    Capture skin geometry to a SOP skeleton for use with Joint Deform.

  • Joint Capture Paint

    Lets you paint capture weights directly onto geometry.

  • Joint Capture Proximity

    Supports Joint Deform by assigning capture weights to points based on distance to joints.

  • Joint Deform

    Perform skin deformation from KineFX skeleton animation.

  • Kelvin Wakes Deformer

    Deforms input geometry in the shape of water wakes that form behind objects moving at a constant speed.

  • Knife

    Divides, deletes, or groups geometry based on an interactively drawn line.

  • L-System

    Creates fractal geometry from the recursive application of simple rules.

  • LOP Import

  • Labs 2D Wave Function Collapse

    The main WFC node: The solver.

  • Labs AV Analyze Images

    Match all features between candidate image pairs using Alicevision.

  • Labs AV Depth Map

    Retrieves the depth value of each pixel from the cameras using Alicevision.

  • Labs AV Initialize

    Configure which images to process using Alicevision.

  • Labs AV Meshing

    Creates a dense geometric surface representation of the scene using Alicevision.

  • Labs AV Photogrammetry

    The complete Alicevision photogrammetry pipeline.

  • Labs AV Structure from Motions

    Detects 3D points with position and orientation and calibrate the cameras accordingly using Alicevision.

  • Labs AV Texturing

    Texture the generated mesh using Alicevision.

  • Labs Align and Distribute

    Spread a collection of shapes along an axis or grid.

  • Labs Attribute Value Replace

    Allows you to replace attribute values with others.

  • Labs Auto UV

    Automatically Generates UV Attributes

  • Labs Automatic Trim Texture

    Automatic Trim Texturing node.

  • Labs Boolean Curve

    Does a boolean on a polycurve.

  • Labs Box Clip

    Clip geometry to a resizable box region.

  • Labs Boxcutter

    Viewport interactive boolean for hardsurface modeling.

  • Labs Building Generator

    Converts low-resolution blockout geometry into detailed buildings using a library of user defined modules.

  • Labs Building Generator Utility

    Create base modules to use with the building generator, as well as override base module behavior.

  • Labs Building from Patterns

    Creates buildings from blockout geometry defined by a pattern of floor modules.

  • Labs CSV Exporter

    Export geometry attibutes to a CSV file.

  • Labs Cable Generator

    Creates and simulates cables based on curve or geometry input.

  • Labs Calculate Slope

    Calculate the slope of a surface by comparing to a direction, and optionally blur and remap the result.

  • Labs Calculate Thickness

    Vertex Based Thickness Calculation

  • Labs Calculate UV Distortion

    Calculate UV distortion of a piece of geometry

  • Labs Clean Seams

    Removes from an edge group all the edges that are not borders between different primitive islands identified by an island attribute.

  • Labs Color Blend

    Blends Color data on 2 separate meshes based on common algorithms

  • Labs Connectivity and Segmentation

    This node segments geometry based on connectivity, UV islands, proximity clustering, and custom attributes. This is very useful when paired with the multithreaded functionality of compile blocks.

  • Labs Cook with Timeout

    Documentation coming soon…

  • Labs Coord Swizzle Quaternion

    Swizzles Quaternions in order to change rotation spaces

  • Labs Coord Swizzle Vector

    Reorders Vector Components

  • Labs Curve Branches

    Scatters curves over curves, with many intuitive controls to go from clean geometric branches to organic vines. Duplicates of this sop can be chained together for recursive growth, approximating the look of L-Systems but much more controllable.

  • Labs Curve Resample by Density

    Redistributes curve points based on density.

  • Labs Cylinder Generator

    Create a tube from a curve, with uvs and normals.

  • Labs Decal Projector

    Project a decal (localised piece of geometry and a texture) onto geometry.

  • Labs Delete Small Parts

    Removes pieces based on connectivity and size

  • Labs Delight

    Remove light and shadow variation from photogrammetry textures.

  • Labs Destruction Cleanup

    Prepare rigid body simulation results for export, reducing redundant geometry, cleaning normals, cleaing attributes.

  • Labs Detail Mesh

    The Detail Mesh SOP allows you to project a so called detail mesh onto template geometry.

  • Labs Dirt Skirt

    Create a geometry 'skirt' where an object and ground plane intersect, to be used as a soft blend in a game engine.

  • Labs Disc Generator

    Create a polygon disc with uvs

  • Labs Dissolve Flat Edges

    Remove edges on flat surfaces.

  • Labs Distance From Border

    Calculates the distance for each point from the nearest unshared edge

  • Labs Edge Color

    Color sharp edges on geometry

  • Labs Edge Damage

    Adding procedural damage on inputs

  • Labs Edge Group To Curve

    Converts an Edge Group to a Poly Curve

  • Labs Edge Group to Polylines

    Converts edge groups to polylines.

  • Labs Edge Smooth

    Smooth an edge-group found in input geometry.

  • Labs Export UV Wireframe

    Allows you to export the UV wireframe for texturing

  • Labs Extract Borders

    Extract curves from Meshes

  • Labs Extract Filename

    Utility SOP to store the filename of a file SOP as its detail attributes to be then used in other SOPs.

  • Labs Extract Silhouette

    Create an outline of an object projected from either an axis, or from a camera.

  • Labs FBX Archive Import

    Import an FBX as an archive similar to how the Alembic Archive sop works.

  • Labs Flowmap

    This utility tool sets up a flowmap template on your input geometry.

  • Labs Flowmap Obstacle

    The flowmap obstacle SOP allows for easy modifications on the flowmap based on geometry.

  • Labs Flowmap Shader

    The flowmap SHOP is a glsl based viewport shader to preview flowmap shaders.

  • Labs Flowmap Visualize

    A high quality realtime preview of a flowmap texture in the Houdini viewport.

  • Labs Flowmap to Color

    The flowmap to color SOP converts the flowmap data to vertex colors

  • Labs Gaea Tor Processor

    Runs Gaea .TOR files from inside Houdini.

  • Labs GameRes

    Full Pipeline Node to Take High Res Models to Low Res

  • Labs Games Baker

    Generate Textures based on a High Poly to Low Poly match

  • Labs Gas Expand from Temperature

    Creates divergence from temperature change.

  • Labs Gas Flamefront

    A simple flamefront combustion model.

  • Labs GoZ Export

    Sends Houdini Mesh data automatically to Zbrush

  • Labs GoZ Import

    Contains GoZ data sent from Zbrush

  • Labs Group Curve Corners

    Creates Groups for Inside and Outside corner points

  • Labs Group Invert

    Invert any number of specified groups

  • Labs Group by Attribute

    Converts Attributes to Groups

  • Labs Group by Measure

    Allows for grouping geometry based on properties that can be measured

  • Labs Guide Flowmap

    The Guide Flowmap modifies a flowmap based on a guide curve.

  • Labs HF Combine Masks

    Simplifies the process of blending masks together in Heightfields

  • Labs HF Insert Mask

    Allows you to insert a layer from another heightfield.

  • Labs Houdini Icon

    Geometric representation for Houdini icon

  • Labs Impostor Camera Rig

    This OBJ sets up a camera rig to be used with the Impostor Texture ROP

  • Labs Impostor Texture

    The impostor tool creates texture sheets to fake 3D objects in your game engine.

  • Labs Inside Face UVs

    Create UV’s for inside faces of voronoi fractured geometry.

  • Labs Instance Attributes

    Summary.

  • Labs Instant Meshes

    This tool allows you to run geometry through InstantMeshes and generate a quad mesh.

  • Labs LOD Create

    The LOD Create SOP allows for easy LOD generation.

  • Labs LOD Hierarchy

    Create and export an LOD Hierarchy as FBX

  • Labs Lightning

    Generate lightning effect around meshes

  • Labs Loops from Selection

    Finds edge loops or quad loops from manually or procedurally selected start edges.

  • Labs Lot Subdivision

    Divide polygons into panels

  • Labs Make Loop

    Takes a mesh or volume that is animated and loops them.

  • Labs MapBox

    Generate color, height and Open Street Map (OSM) curves using data provided by Mapbox.com.

  • Labs Maps Baker

    Generates textures bakes from a high resolution to low resolution model at near interactive speeds.

  • Labs Material to Override

    Generates material_override attributes per primitive based on the assigned material.

  • Labs Measure Curvature

    Generates Point Colors based on the Curvature of the Model

  • Labs Merge Small Islands

    Consolidates Small UV Islands into Larger Neighbors

  • Labs Merge Splines

    Merges disconnected Polylines together like the Polypath Sop, cutting them at intersections. But with specified conditions, while preserving and merging attributes and groups.

  • Labs Mesh Sharpen

    Sharpens the geometry based on curvature

  • Labs Mesh Slice

    Clips the geometry into multiple submeshes based on a 3d grid pattern

  • Labs Mesh Tiler

    Makes packed geometry lying on a plane tileable.

  • Labs Min Max Average

    Multiple Min/Max/Average analysis in a single node.

  • Labs Motionvector Shader

    Viewport shader for motion vector textures

  • Labs Multi Bounding Box

    Generate Several Bounding Boxes For the Input Mesh

  • Labs Name from Capture Weight

    Detects what the bone name of the highest skinning weight influence is.

  • Labs Niagara ROP

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

  • Labs OBJ Importer

    Import an OBJ File including its materials and textures.

  • Labs OSM Buildings

    Generate Buildings from OSM Data

  • Labs OSM Filter

    Isolates Specific OSM Data Layers

  • Labs OSM Import

    Imports Open Street Map Data

  • Labs PBR Shader

    Physically Based Viewport Shader

  • Labs PDG Work-Item Import

    Import input and output files attached to a work-item in PDG

  • Labs Path Deform

    Deform geometry along a curve.

  • Labs Physics Painter

    Physics Painter is a SOP that allows users to paint physics objects onto any other object.

  • Labs Pick and Place

    Allows you to interactively place individual objects in a scene.

  • Labs PolyDeform

    Warps a source mesh to match the shape of a target

  • Labs PolyScalpel

    Slices new polygonal edges or points into the primary input geometry from the secondary input in various configurations.

  • Labs PolySlice

    Slice polygons into polygons or polylines

  • Labs Post Animation Deform

    Apply modeling changes to deforming geometry

  • Labs Procedural Smoke

    The procedural smoke SOP will generate an animated volume to represent smoke.

  • Labs Progressive Resample

    Resamples a curve progressively based on an attribute

  • Labs Progressive Resample

    Resamples a curve progressively based on an attribute

  • Labs Quad Sphere Generator

    Creates a quad sphere

  • Labs Quadrangulate

    Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state

  • Labs Quick Basic Tree

    Creates a quick basic tree

  • Labs RBD Edge Strip

    Generate polystrips on fractured geometry for extra destruction detail in game engines.

  • Labs RBD to FBX

    This tool allows for fast export of an RBD Sim to bone based FBX

  • Labs Random Selection

    Randomly selects a subset of input points or primitives.

  • Labs Remove Inside Faces

    This tool removes inside faces for objects that are intersecting.

  • Labs Remove UV Distortion

    Remove UV Distortion tries to reduce UV distortion by inserting new seams

  • Labs Repair

    Quickly Spot Heal a Mesh

  • Labs Rizom Bridge

    Enables the use of Rizom UV within Houdini

  • Labs Road Generator

    Generate roads from curves or OSM data

  • Labs SciFi Panels

    Example HDA from the Rebirth Project to generate Sci Fi Panneling

  • Labs Simple Baker

    SOP Based Baking of Texture Maps

  • Labs Simple Retime

    Simple Interface to Change the Timing of an animation

  • Labs Simple Rope Wrap

    Generate a rubber band like rope around an object based on inputs.

  • Labs Simple Shapes

    Creates simple 2D shapes.

  • Labs Sine Wave

    Deforms a mesh based on a sine wave curve

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Skinning Converter

    Skinning Converter is a SOP that can convert any non-changing topology deforming mesh sequence into a bone based animation.

  • Labs Snow Buildup

    Adds geometry to an input mesh that mimics snow buildup

  • Labs Soften Normals

    Soften Normals is a convenience SOP that is frequently used to prepare geometry for baking.

  • Labs Sphere Generator

    The sphere generator creates a sphere from a cube with uv’s and normals.

  • Labs Splatter

    Creates a POP Fluid simulation setup for splattering.

  • Labs Split Primitives by Normal

    Split primitives into separate outputs based on normals

  • Labs Star

    Create a simple star primitive.

  • Labs Static Fracture Export

    The Static Fracture SOP takes static geometry data from sop level, and separates them into newly generated geometry containers on object level

  • Labs Straight Skeleton 2D

    Generate the central curve (straight skeleton) for 2D input shapes.

  • Labs Straight Skeleton 3D

    Generates a curve based on the internal structure of a mesh

  • Labs Straighten

    Orients a mesh based on UP and FRONT groups

  • Labs Substance Material

    Loads a Substance Archive and assigns it as a material

  • Labs Superformula Shapes

    This tool creates 2D shapes using the superformula equation.

  • Labs Sweep Geometry

    Sweeps geometry along a curve.

  • Labs Symmetrize

    Clips and mirrors geometry along an axis.

  • Labs Terrain Layer Export

    The terrain layer export SOP exports a heightfield with the correct settings for Unreal.

  • Labs Terrain Layer Import

    The terrain layer import SOP exports a heightfield with the correct settings from Unreal.

  • Labs Terrain Mesh ROP

    The Terrain Mesh Output allows you to convert the plugged in heightfield into (tiled) geometry.

  • Labs Terrain Texture ROP

    The Terrain Texture Output renders image data from a heightfield.

  • Labs Test Geometry: Luiz

    A scan of Luiz Kruel

  • Labs Test Geometry: Paul

    A scan of Paul Ambrosiussen

  • Labs Texel Density

    Calculates and corrects texel density of an asset.

  • Labs Thicken

    Extrudes a mesh along it’s averaged normals

  • Labs Trace PSD File

    Generates Curves from Photoshop File Layers

  • Labs Tree Branch Generator

    Generates tree branches

  • Labs Tree Branch Placer

    Manually place tree branches

  • Labs Tree Branch Placer

  • Labs Tree Controller

    Controls other tree nodes

  • Labs Tree Hierarchy

    This tool extracts geometry and pivot points from trees created with Labs Tree Generator tools for use with Labs Unreal PivotPainter.

  • Labs Tree Leaf Generator

    Generates leaves on branches

  • Labs Tree Simple Leaf

    Simple leaf generator for visualization purposes

  • Labs Tree Trunk Generator

    Generates a tree trunk

  • Labs Trim Texture

    Interactive version of the Trim Texture node.

  • Labs Trim Texture Utility

    Helps preparing trim texture geometry for a Trim Texture workflow

  • Labs Triplanar Displace

    Displacing geometry based on a triplanar projection

  • Labs Turntable

    Rotates the input geometry around itself based on the timeline

  • Labs UDIM Tile Number

    Creates a UDIM tile number attribute on primitives, points, or vertices.

  • Labs UV Remove Overlap

    Marks and optionally repairs UV overlaps.

  • Labs UV Transfer

    Transfer uv’s between a source and target geometry.

  • Labs UV Unitize

    Converts every primitive to 0-1 UVs

  • Labs UV Unwrap Cylinder

    Unwraps cylindrical shaped meshes.

  • Labs UV Visualize

    Different methods of visualizing UV Data

  • Labs Unreal Groom Export

    Exports hair to Unreal Engine.

  • Labs Unreal Pivot Painter

    Pivot Painter stores model pivot and rotation information for geometry used in a shader.

  • Labs Unreal Worldcomposition Prepare

    Prepare heightfield and actor instances for use with World Composition in Unreal

  • Labs VDB Transform Properties

    Converts the input volume/VDB field to a VDB vector field and updates how the vector field will respond to transformations downstream.

  • Labs Vector Field Export

    Export a vector field, compatible with Unreal Engine.

  • Labs View Vertex Order

    A simple utility that creates arrow indicators on poly primitives displaying their vertex order.

  • Labs Volume Adjust Look

    Adjusts volume visualization mode (default / normals / motion vectors), density, colors (including greyscale colors), emission, and viewport rendering quality.

  • Labs VolumeTexture Export

    Take a volume as an input and export a texture of the density field.

  • Labs WFC Initialize Grid

    A utility tool to initialize a WFC grid to be used with the WFC Solver

  • Labs WFC Sample Paint

    A utility tool to paint attribute values on a grid used by the WFC Solver

  • Labs Wang Tiles Decoder

    A decoder that decodes color information into Wang Tilesets.

  • Labs Wang Tiles Sample

    Sample tiles that can be used as Wang Tilesets.

  • Labs XYZ Pointcloud Exporter

    Export a pointcloud to XYZ file.

  • Lattice

    Deforms geometry based on how you reshape control geometry.

  • Lattice from Volume

    Create a point cloud, connected polyline, tet or hex mesh around the active region of volumes. This node creates a deformation lattice for use with the Volume Deform node.

  • Lidar Import

    Reads a lidar file and imports a point cloud from its data.

  • Line

    Creates polygon or NURBS lines from a position, direction, and distance.

  • MDD

    Animates points using an MDD file.

  • Magnet

    Deforms geometry by using another piece of geometry to attract or repel points.

  • Map Points

    Stores a reference on a point to a point in another geometry.

  • Mask by Feature

    Creates a point attribute mask based on visibility/lighting, letting you limit the effect of other nodes to areas that are visible, or facing a certain direction, or in shadow.

  • Match Axis

    Aligns the input geometry to a specific axis.

  • Match Size

    Resizes and recenters the input geometry to match a reference bounding box.

  • Match Topology

    Reorders the primitive and point numbers of the input geometry to match some reference geometry.

  • Material

    Assigns one or more materials to geometry.

  • Measure

    Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes.

  • Merge

    Merges geometry from its inputs.

  • Merge Packed

    Merges and names geometry from its inputs.

  • MetaGroups

    Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.

  • Metaball

    Creates metaballs and meta-superquadric surfaces.

  • Mirror

    Duplicates and mirrors geometry across a mirror plane.

  • Mocap Import

    Parses and imports motion capture data as geometry.

  • Mocap Stream

    This SOP outputs live motion capture data from various devices

  • MotionClip

    Converts a skeleton animation to a MotionClip

  • MotionClip Blend

    Blends the animation of one MotionClip on top of another

  • MotionClip Cycle

    Smoothly loops a section of a MotionClip

  • MotionClip Evaluate

    Evaluates a single frame of a MotionClip

  • MotionClip Extract

    Extracts the motion of joints over a set of frames from a MotionClip

  • MotionClip Extract Key Poses

    Identifies the key poses of an animation

  • MotionClip Extract Locomotion

    Extracts the locomotion from a MotionClip and manages its representation.

  • MotionClip Pose Delete

    Removes the specified poses from the MotionClip

  • MotionClip Pose Insert

    Adds a new sample to a MotionClip containing the given pose

  • MotionClip Retime

    Adjusts the timing of a MotionClip

  • MotionClip Sequence

    Concatenates two MotionClips

  • MotionClip Update

    Update a MotionClip using the given point list

  • Muscle Constraint Properties Vellum

    Creates and modifies the muscle Vellum constraints for the input solid muscle geometry in preparation for the muscle solver.

  • Muscle Flex

    Activates and animates the contraction and relaxation of input solid muscle geometry.

  • Muscle ID

    Creates and assigns Muscle IDs to each connected cluster of primitives on the input geometry.

  • Muscle Mirror

    Duplicates muscle geometry with symmetry. Muscle attributes are also copied/renamed with symmetry.

  • Muscle Paint

    A stroke-based paint tool for modifying muscle attributes.

  • Muscle Preroll

    Transitions input bone, muscle, tissue, or skin geometry from their static t-poses into the start frame of their animated sequence.

  • Muscle Properties

    Creates and modifies the physical properties for the input solid muscle geometry in preparation for the muscle solver.

  • Muscle Solidify

    Converts input surface geometry to a tetrahedral mesh for use as muscles.

  • Muscle Solver Vellum

    Computes the dynamics simulation for the muscle pass using Vellum.

  • Muscle Tension Lines

    Creates and attaches line segments to input bone surface geometry that then drive muscle flexion.

  • Name

    Creates a naming attribute on points or primitives allowing you to refer to them easily, similar to groups.

  • Normal

    Computes surface normal attribute.

  • Null

    Does nothing.

  • Object Merge

    Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.

  • Ocean Evaluate

    Deforms input geometry based on ocean spectrum volumes.

  • Ocean Foam

    Generates particle-based foam

  • Ocean Source

    Generates particles and volumes from ocean spectrum volumes for use in simulations

  • Ocean Spectrum

    Generates volumes containing information for simulating ocean waves.

  • Ocean Waves

    Instances individual waveforms onto input points and generated points.

  • OpenCL

    Executes an OpenCL kernel on geometry.

  • Orient Joints

    Orient Joints on a target skeleton.

  • Orientation along Curve

    Computes orientations (frames) along curves.

  • Output

    Marks the output of a sub-network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Inject

    Replaces the contents of Packed Primitives in-place.

  • Pack Points

    Packs points into a tiled grid of packed primitives.

  • Packed Disk Edit

    Editing Packed Disk Primitives.

  • Packed Properties

    Editing Packed Primitives.

  • Paint Color Volume

    Creates a color volume based on drawn curve

  • Paint Fog Volume

    Creates a fog volume based on drawn curve

  • Paint SDF Volume

    Creates an SDF volume based on drawn curve

  • Parent Joints

    Parent Joints on a target skeleton.

  • Particle Fluid Surface

    Generates a surface around the particles from a particle fluid simulation.

  • Particle Fluid Tank

    Creates a set of regular points filling a tank.

  • Particle Trail

    Generates trails from the incoming particles that can be used to render sparks, fireworks, and rain.

  • Path Deform

    Deforms geometry using the shape of a curve.

  • Peak

    Moves primitives, points, edges or breakpoints along their normals.

  • Planar Patch

    Creates a planar polygonal patch.

  • Planar Patch from Curves

    Fills in a 2d curve network with triangles.

  • Planar Pleat

    Deforms flat geometry into a pleat.

  • Platonic Solids

    Creates platonic solids of different types.

  • Point Capture

    Generates connectivity aware capture weights for use with Point Deform.

  • Point Cloud Iso

    Constructs an iso surface from its input points.

  • Point Deform

    Deforms geometry according to an arbitrary connected point mesh.

  • Point Generate

    Creates new points, optionally based on point positions in the input geometry.

  • Point Jitter

    Jitters points in random directions.

  • Point Relax

    Moves points with overlapping radii away from each other, optionally on a surface.

  • Point Replicate

    Generates a cloud of points around the input points.

  • Point Split

    Splits points shared by multiple vertices, optionally only if the vertices differ in attribute values.

  • Point Velocity

    Computes and manipulates velocities for points of a geometry.

  • Point Weld

    Merges points interactively.

  • Points from Volume

    Creates set of regular points filling a volume.

  • Poly Bridge

    Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.

  • Poly Expand 2D

    Creates offset polygonal geometry for planar polygonal graphs.

  • Poly Extrude

    Extrudes polygonal faces and edges.

  • PolyBevel

    Creates straight, rounded, or custom fillets along edges and corners.

  • PolyCut

    Breaks curves where an attribute crosses a threshold.

  • PolyDoctor

    Helps repair invalid polygonal geometry, such as for cloth simulation.

  • PolyFill

    Fills holes with polygonal patches.

  • PolyFrame

    Creates coordinate frame attributes for points and vertices.

  • PolyLoft

    Creates new polygons using existing points.

  • PolyPatch

    Creates a smooth polygonal patch from primitives.

  • PolyPath

    Cleans up topology of polygon curves.

  • PolyReduce

    Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.

  • PolySoup

    Combines polygons into a single primitive that can be more efficient for many polygons

  • PolySpline

    The PolySpline SOP fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.

  • PolySplit

    Divides an existing polygon into multiple new polygons.

  • PolyWire

    Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.

  • Pose Difference

    Compute the difference between point transforms on two SOP skeletons.

  • Pose Scope

    Assigns channel paths and/or pickscripts to geometry.

  • Pose-Space Deform

    Interpolates between a set of pose-shapes based on the value of a set of drivers.

  • Pose-Space Deform Combine

    Combine result of Pose-Space Deform with rest geometry.

  • Pose-Space Edit

    Packs geometry edits for pose-space deformation.

  • Pose-Space Edit Configure

    Creates common attributes used by the Pose-Space Edit SOP.

  • Primitive Properties

    Edits primitive, primitive attributes, and profile curves.

  • Pyro Bake Volume

    Helps develop the volume look both for viewport display and rendering after the pyro solve.

  • Pyro Burst Source

    Creates points suitable for sourcing into pyro simulations to create explosions, muzzle flashes, shockwaves, and detonation rings.

  • Pyro Post-Process

    Applies common post-processing effects to the results of Pyro solves.

  • Pyro Scatter from Burst

    Generates a cloud of points around the input points suitable for pyro trails and particle simulations.

  • Pyro Solver

    Runs a dynamic Pyro simulation.

  • Pyro Source

    Creates points for sourcing pyro and smoke simulations.

  • Pyro Source Instance

    Creates source instance points from spawn points for sourcing pyro simulations with packed sets.

  • Pyro Source Pack

    Creates a packed source set from the input volumes.

  • Pyro Source Spread

    Pyro Source Spread solves for the spreading of flame across a point cloud.

  • Pyro Spawn Sources

    Creates spawn points for sourcing pyro simulations with packed sets.

  • Pyro Trail Path

    Generates curves to use as trails for the Pyro Trail Source node.

  • Pyro Trail Source

    Creates points suitable for sourcing into pyro simulations to create trails for explosions.

  • Python

    Runs a Python snippet to modify the incoming geometry.

  • RBD Bullet Solver

    Runs a dynamic Bullet simulation.

  • RBD Cluster

    Combines fractured pieces or constraints into larger clusters.

  • RBD Configure

    Packs and creates attributes describing rigid body objects.

  • RBD Connected Faces

    Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry.

  • RBD Constraint Properties

    Creates attributes describing rigid body constraints.

  • RBD Constraints From Curves

    Creates rigid body constraint geometry from curves drawn in the viewport.

  • RBD Constraints From Lines

    Creates rigid body constraint geometry from interactively drawn lines in the viewport.

  • RBD Constraints From Rules

    Creates rigid body constraint geometry from a set of rules and conditions.

  • RBD Convert Constraints

    Converts existing constraint prims into constraints with different anchor positions.

  • RBD Deform Pieces

    Deforms geometry with simulated proxy geometry.

  • RBD Deforming to Animated

    Converts deforming geometry to animated static packed objects.

  • RBD Disconnected Faces

    Detects when connected faces have become separated.

  • RBD Exploded View

    Visualize RBD fractured geometry merged with the proxy geometry, pushed out from the center to create an exploded view.

  • RBD Guide Setup

    Sets attributes on packed fragments for the RBD Guide DOP.

  • RBD I/O

    Packs RBD fractured geometry, saves them to disk, and loads them back again.

  • RBD Interior Detail

    Creates additional detail on the interior surfaces of fractured geometry.

  • RBD Match Transforms

    Given an untransformed reference, extracts the transforms for each piece per name, from either Geometry or Proxy Geometry, and applies them to the geometry with the corresponding name attribute.

  • RBD Material Fracture

    Fractures the input geometry based on a material type.

  • RBD Pack

    Packs RBD geometry, constraints, and proxy geometry into a single geometry.

  • RBD Paint

    Paints values onto geometry or constraints using strokes.

  • RBD Transform

    The RBD Transform operator performs a Transform operation on all 3 source geometries (Geometry, Constraint Geometry and Proxy Geometry) at once.

  • RBD Unpack

    Unpacks an RBD setup into three outputs.

  • RMan Shader

    Attaches RenderMan shaders to groups of faces.

  • ROP FBX Animation Output

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

  • ROP FBX Character Output

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

  • ROP GLTF Character Output

    Export a skinned character with a geometry-based skeleton to a glTF or glb (binary) file.

  • ROP Geometry Output

  • Ragdoll Collision Shapes

    Creates collision shapes for a KineFX skeleton to be used in a ragdoll RBD simulation.

  • Ragdoll Constraints

    Builds a constraint network to hold a KineFX skeleton together during a ragdoll RBD simulation.

  • Ragdoll Solver

    Runs a ragdoll RBD simulation on the target skeleton.

  • Rails

    Generates surfaces by stretching cross-sections between two guide rails.

  • Ray

    Projects one surface onto another.

  • Refine

    Increases the number of points/CVs in a curve or surface without changing its shape.

  • Reguide

    Scatters new guides, interpolating the properties of existing guides.

  • Remesh

    Recreates the shape of the input surface using high-quality (nearly equilateral) triangles.

  • Remesh to Grid

    Rebuilds polygonal topology to straighten edges, close small holes, and remove interior geometry.

  • Repack

    Repacks geometry as an embedded primitive.

  • Resample

    Resamples one or more curves or surfaces into even length segments.

  • Rest Position

    Creates rest attributes on the geometry so procedural textures stay put on the surface as it deforms.

  • Retime

    Retimes the time-dependent input geometry.

  • Reverse

    Reverses or cycles the vertex order of faces.

  • Reverse Foot

    Creates a reverse foot set up for the given input skeleton.

  • Revolve

    Revolves a curve around a center axis to sweep out a surface.

  • Rewire Vertices

    Rewires vertices to different points specified by an attribute.

  • Rig Attribute VOP

    Runs a VOP network to modify geometry attributes on a KineFX rig.

  • Rig Attribute Wrangle

    Runs a VEX snippet to modify transform attribute values on a KineFX rig.

  • Rig Copy Transforms

    Attach the joints of a skeleton SOP to another, posed skeleton.

  • Rig Doctor

    Optimize and run checks on a SOP skeleton

  • Rig Match Pose

    Conform the rest poses of two skeletons in preparation for retargeting.

  • Rig Mirror Pose

    Mirror a SOP skeleton’s pose.

  • Rig Pose

    Pose and animate a SOP rig or skeleton.

  • Rig Python

    Runs a Python snippet to modify the incoming rig geometry.

  • Rig Stash Pose

    Store a static pose on a skeleton as a matrix point attribute.

  • Ripple

    Generates ripples by displacing points along the up direction specified.

  • Scatter

    Scatters new points randomly across a surface or through a volume.

  • Scatter and Align

    Scatters points across a surface with randomized scale and orientation attributes for use with Copy to Points.

  • Scene Character Export

    Export animation from a geometry-based character to the Scene (OBJ) context.

  • Scene Character Import

    Creates a geometry-based character with animation from the Scene (OBJ) context.

  • Script

    Runs scripts when cooked.

  • Sculpt

    Lets you interactively reshape a surface by brushing.

  • Secondary Motion

    Adds secondary motion effects to a static or animated input KineFX joint, skeleton, or character.

  • Sequence Blend

    Morphs though a sequence of 3D shapes, interpolating geometry and attributes.

  • Set T-Pose

    Stores the rest position for the input bone, muscle, or tissue geometry.

  • Shallow Water Solver

    Runs shallow water simulations on height fields.

  • Shape Diff

    Computes the post-deform or pre-deform difference of two geometries with similar topologies.

  • Shrinkwrap

    Computes the convex hull of the input geometry and moves its polygons inwards along their normals.

  • Skeleton

    Interactively create and edit geometry-based skeletons.

  • Skeleton Blend

    Blends the poses of multiple skeletons

  • Skeleton Mirror

    Modify an input skeleton by duplicating joints across a mirror plane.

  • Skin

    Builds a skin surface between any number of shape curves.

  • Skin Properties

    Creates and modifies skin attributes in preparation for the skin solver.

  • Skin Solidify

    Converts surface geometry to a solid (tetrahedrons) and prepares the output geometry for solving with a skin solver.

  • Skin Solver Vellum

    Computes the dynamics simulation for the skin pass using Vellum.

  • Sky

    Creates a sky filled with volumentric clouds

  • Smooth

    Smooths out (or relaxes) polygons, meshes and curves without increasing the number of points.

  • Smooth Motion

    Smooths out unwanted noise in an animated input points or KineFX joint, skeleton, or MotionClip.

  • Soft Peak

    Moves the selected point along its normal, with smooth rolloff to surrounding points.

  • Soft Transform

    Moves the selected point, with smooth rolloff to surrounding points.

  • Solid Fracture

    Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.

  • Solver

    Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame.

  • Sort

    Reorders points and primitives in different ways, including randomly.

  • Sphere

    Creates a sphere or ovoid surface.

  • Spiral

    Creates spirals and helices.

  • Spline Align

    Aligns a group of primitives to each other or to an auxiliary input.

  • Spline Basis

    Provides operations for moving knots within the parametric space of a NURBS curve or surface.

  • Spline Cap

    Closes open areas with flat or rounded coverings.

  • Spline Clay

    Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.

  • Spline Creep

    Deforms and animates a piece of geometry across a surface.

  • Spline Curve Clay

    Deforms a spline surface by reshaping a curve on the surface.

  • Spline Fillet

    Creates smooth bridging geometry between two curves or surfaces.

  • Spline Fit

    Fits a spline curve to points, or a spline surface to a mesh of points.

  • Spline Profile

    Extracts or manipulates profile curves.

  • Spline Project

    Creates profile curves on surfaces.

  • Spline Round

    Generates round fillets of a specified radius between two surfaces.

  • Spline Surfsect

    Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.

  • Spline Trim

    Trims away parts of a spline surface defined by a profile curve or untrims previous trims.

  • Split

    Splits primitives or points into two streams.

  • Spray Paint

    Spray paints random points onto a surface.

  • Sprite

    A SOP node that sets the sprite display for points.

  • Stabilize Joint

    Removes jitter from the input animation and handles terrain snapping of joints.

  • Starburst

    Insets points on polygonal faces.

  • Stash

    Caches the input geometry in the node on command, and then uses it as the node’s output.

  • Stitch

    Stretches two curves or surfaces to cover a smooth area.

  • Stroke

    Low level tool for building interactive assets.

  • Subdivide

    Subdivides polygons into smoother, higher-resolution polygons.

  • Subnetwork

    The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor.

  • Super Quad

    Generates an isoquadric surface.

  • Sweep

    Creates a surface by sweeping a cross section curve along a spine curve.

  • Switch

    Switches between network branches based on an expression or keyframe animation.

  • Switch-If

    Switches between two network branches based on an expression or geometry test.

  • TOP Geometry

    Sends input geometry to a TOP subnet and retrieves the output geometry.

  • TOP Network

    The TOP Network operator contains SOP nodes for running tasks.

  • Table Import

    Reads a CSV file creating point per row.

  • Tangent Field

    Creates smooth tangent (multi-) vector fields on polygonal surfaces.

  • Test Geometry: Crag

    Creates a rock creature, which can be used as test geometry.

  • Test Geometry: Pig Head

    Creates a pig head, which can be used as test geometry..

  • Test Geometry: Rubber Toy

    Creates a rubber toy, which can be used as test geometry.

  • Test Geometry: Shader Ball

    Creates a shader ball, which can be used to test shaders.

  • Test Geometry: Squab

    Creates a squab, which can be used as test geometry.

  • Test Geometry: Template Body

    Creates a template body, which can be used as test geometry.

  • Test Geometry: Template Head

    Creates a template head, which can be used as test geometry.

  • Test Geometry: Tommy

    Creates a soldier, which can be used as test geometry.

  • Test Simulation: Crowd Transition

    Provides a simple crowd simulation for testing transitions between animation clips.

  • Test Simulation: Ragdoll

    Provides a simple Bullet simulation for testing the behavior of a ragdoll.

  • Tet Conform

    Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.

  • Tet Embed

    Creates a simple tetrahedral mesh that covers a connected mesh.

  • Tet Partition

    Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh

  • TimeShift

    Cooks the input at a different time.

  • Tissue Properties

    Creates and modifies tissue attributes in preparation for the tissue solver.

  • Tissue Solidify

    Converts surface geometry to a solid (tetrahedrons) and prepares the output geometry for solving with a tissue solver.

  • Tissue Solver Vellum

    Computes the dynamics simulation for the Tissue pass using Vellum.

  • Toon Shader Attributes

    Sets attributes used by the Toon Color Shader and Toon Outline Shader.

  • Topo Landmark

    A state interface to establish correspondence from points on one surface to points on another surface.

  • Topo Transfer

    Non-rigidly deforms a surface to match the size and shape of a different surface.

  • TopoBuild

    Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.

  • Torus

    Creates a torus (doughnut) shaped surface.

  • Trace

    Traces curves from an image file or heightfield.

  • Trail

    Creates trails behind points.

  • Transform

    The Transform operation transforms the source geometry in object space using a transformation matrix.

  • Transform Axis

    Transforms the input geometry relative to a specific axis.

  • Transform By Attribute

    Transforms the input geometry by a point attribute.

  • Transform Pieces

    Transforms input geometry according to transformation attributes on template geometry.

  • Tri Bezier

    Creates a triangular Bezier surface.

  • TriDivide

    Refines triangular meshes using various metrics.

  • Triangulate 2D

    Connects points to form well-shaped triangles.

  • Tube

    Creates open or closed tubes, cones, or pyramids.

  • USD Animation Import

    Imports a skeleton and animation from a UsdSkel character.

  • USD Character Import

    Imports the rest geometry, skeleton, and animation from a UsdSkel character.

  • USD Configure

  • USD Export

  • USD Import

  • USD Skin Import

    Imports skinned geometry from a UsdSkel character.

  • UV Autoseam

    Generates an edge group representing suggested seams for flattening a polygon model in UV space.

  • UV Brush

    Adjusts texture coordinates in the UV viewport by painting.

  • UV Edit

    Lets you interactively move UVs in the texture view.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Fuse

    Merges UVs.

  • UV Layout

    Packs UV islands efficiently into a limited area.

  • UV Pelt

    Relaxes UVs by pulling them out toward the edges of the texture area.

  • UV Project

    Assigns UVs by projecting them onto the surface from a set direction.

  • UV Quick Shade

    Applies an image file as a textured shader to a surface.

  • UV Texture

    Assigns texture UV coordinates to geometry for use in texture and bump mapping.

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Unwrap

    Separates UVs into reasonably flat, non-overlapping groups.

  • Unix

    Processes geometry using an external program.

  • Unpack

    Unpacks packed primitives.

  • Unpack Points

    Unpacks points from packed primitives.

  • Unpack USD

    Converts packed USD primitives into normal Houdini geometry.

  • Unpaste

    The Unpaste op removes one or more pasted surfaces from a paste hierarchy, causing the hierarchy to update.

  • VDB

    Creates one or more empty/uniform VDB volume primitives.

  • VDB Activate

    Activates voxel regions of a VDB for further processing.

  • VDB Activate SDF

    Expand or contract signed distance fields stored on VDB volume primitives.

  • VDB Advect

    Moves VDBs in the input geometry along a VDB velocity field.

  • VDB Advect Points

    Moves points in the input geometry along a VDB velocity field.

  • VDB Analysis

    Computes an analytic property of a VDB volumes, such as gradient or curvature.

  • VDB Clip

    Clips VDB volume primitives using a bounding box or another VDB as a mask.

  • VDB Combine

    Combines the values of two VDB volumes in various ways.

  • VDB Convex Clip SDF

    Clips an SDF VDB by a convex hull.

  • VDB Diagnostics

    Tests VDBs for Bad Values and Repairs.

  • VDB Extrapolate

    Extrapolate a VDB signed distance field.

  • VDB Fracture

    Cuts level set VDB volume primitives into multiple pieces.

  • VDB LOD

    Build an LOD Pyramid from a VDB.

  • VDB Merge

    Combines many VDB volumes in various ways.

  • VDB Morph SDF

    Blends between source and target SDF VDBs.

  • VDB Occlusion Mask

    Create a mask of the voxels in shadow from a camera for VDB primitives.

  • VDB Points Delete

    Deletes points inside of VDB Points primitives.

  • VDB Points Group

    Manipulates the Internal Groups of a VDB Points Primitive.

  • VDB Potential Flow

    Computes the steady-state air flow around VDB obstacles.

  • VDB Project Non-Divergent

    Removes divergence from a Vector VDB.

  • VDB Renormalize SDF

    Fixes signed distance fields stored in VDB volume primitives.

  • VDB Resample

    Re-samples a VDB volume primitive into a new orientation and/or voxel size.

  • VDB Reshape SDF

    Reshapes signed distance fields in VDB volume primitives.

  • VDB Segment by Connectivity

    Splits SDF VDBs into connected components.

  • VDB Smooth

    Smooths out the values in a VDB volume primitive.

  • VDB Smooth SDF

    Smooths out SDF values in a VDB volume primitive.

  • VDB Topology to SDF

    Creates an SDF VDB based on the active set of another VDB.

  • VDB Vector Split

    Splits a vector VDB primitive into three scalar VDB primitives.

  • VDB Vector from Scalar

    Merges three scalar VDB into one vector VDB.

  • VDB Visualize Tree

    Replaces a VDB volume with geometry that visualizes its structure.

  • VDB from Particle Fluid

    Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.

  • VDB from Particles

    Converts point clouds and/or point attributes into VDB volume primitives.

  • VDB from Polygons

    Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

  • VDB to Spheres

    Fills a VDB volume with adaptively-sized spheres.

  • Vellum Attach Constraints

    Edit or create new vellum attach to geometry and stitch constraints, interactively.

  • Vellum Brush

    Interactive brushing of Vellum geometry, grains, and fluids in the viewport.

  • Vellum Configure Grain

    Configures geometry for Vellum Grain constraints.

  • Vellum Constraint Properties

    Modifies common Vellum Constraint properties.

  • Vellum Constraints

    Configure constraints on geometry for the Vellum solvers.

  • Vellum Drape

    Vellum solver setup to pre-roll fabric to drape over characters.

  • Vellum I/O

    Packs Vellum simulations, saves them to disk, and loads them back again.

  • Vellum Pack

    Packs Vellum geometry and constraints into a single geometry.

  • Vellum Post-Process

    Applies common post-processing effects to the result of Vellum solves.

  • Vellum Reference Frame

    Ties Vellum points to a reference frame defined by moving geometry.

  • Vellum Rest Blend

    Blends the current rest values of constraints with a rest state calculated from external geometry.

  • Vellum Solver

    Runs a dynamic Vellum simulation.

  • Vellum Transform Pieces

    Transforms geometry using the rest and solved data from Vellum Shape Match constraints.

  • Vellum Unpack

    Unpacks a Vellum simulation into two outputs.

  • Verify BSDF

    Verify that a bsdf conforms to the required interface.

  • Vertex

    Manually adds or edits attributes on vertices (rather than on points).

  • Visibility

    Shows/hides primitives in the 3D viewer and UV editor.

  • Visualize Properties

    Lets you adjust display options and attach visualizers to geometry.

  • Visualize Rig

    Visualize the transformations and parenting of a SOP skeleton

  • Volume

    Creates a volume primitive.

  • Volume Adjust Fog

    Modifies values on the incoming Volume and VDB primitives.

  • Volume Analysis

    Computes analytic properties of volumes.

  • Volume Arrival Time

    Computes a speed-defined travel time from source points to voxels.

  • Volume Blur

    Blurs the voxels of a volume.

  • Volume Bound

    Bounds voxel data.

  • Volume Break

    Cuts polygonal objects using a signed distance field volume.

  • Volume Combine

    Combines multiple volumes or VDBs within one geometry into a new volume or VDB.

  • Volume Compress

    Re-compresses Volume Primitives.

  • Volume Convolve 3×3×3

    Convolves a volume by a 3×3×3 kernel.

  • Volume Deform

    Deform a volume using lattice points.

  • Volume FFT

    Compute the Fast Fourier Transform of volumes.

  • Volume Feather

    Feathers the edges of volumes.

  • Volume Merge

    Flattens many volumes into one volume.

  • Volume Mix

    Combines the scalar fields of volume primitives.

  • Volume Noise Fog

    Adds or generates noise in volume/VDB primitives.

  • Volume Noise SDF

    Adds or generates noise and displaces an SDF.

  • Volume Noise Vector

    Adds or generates noise in a Vector volume/VDB.

  • Volume Normalize Weights

    Ensure a set of volumes add up to one.

  • Volume Optical Flow

    Translates the motion between two image volumes into displacement vectors.

  • Volume Patch

    Fill in a region of a volume with features from another volume.

  • Volume Ramp

    Remaps a volume according to a ramp.

  • Volume Rasterize

    Rasterizes into a volume.

  • Volume Rasterize Attributes

    Samples point attributes into VDBs.

  • Volume Rasterize Curve

    Converts a curve into a volume.

  • Volume Rasterize Hair

    Converts fur or hair to a volume for rendering.

  • Volume Rasterize Lattice

    Deform a volume using lattice points.

  • Volume Rasterize Particles

    Converts a point cloud into a volume.

  • Volume Rasterize Points

    Converts a point cloud into a volume.

  • Volume Reduce

    Reduces the values of a volume into a single number.

  • Volume Resample

    Resamples the voxels of a volume to a new resolution.

  • Volume Resize

    Resizes the bounds of a volume without changing voxels.

  • Volume SDF

    Builds a Signed Distance Field from an isocontour of a volume.

  • Volume Slice

    Extracts 2d slices from volumes.

  • Volume Splice

    Splices overlapping volume primitives together.

  • Volume Stamp

    Stamps volumes instanced on points into a single target volume.

  • Volume Surface

    Adaptively surfaces a volume hierarchy with a regular triangle mesh.

  • Volume Trail

    Computes a trail of points through a velocity volume.

  • Volume VOP

    Runs CVEX on a set of volume primitives.

  • Volume Velocity

    Computes a velocity volume.

  • Volume Velocity from Curves

    Generates a volume velocity field using curve tangents.

  • Volume Velocity from Surface

    Generates a velocity field within a surface geometry.

  • Volume Visualization

    Adjusts attributes for multi-volume visualization.

  • Volume Wrangle

    Runs a VEX snippet to modify voxel values in a volume.

  • Volume from Attribute

    Sets the voxels of a volume from point attributes.

  • Voronoi Adjacency

    Create a line segment between points with adjacent Voronoi cells

  • Voronoi Fracture

    Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points

  • Voronoi Fracture Points

    Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.

  • Voronoi Split

    Cuts the geometry into small pieces according to a set of cuts defined by polylines.

  • Vortex Force Attributes

    Creates the point attributes needed to create a Vortex Force DOP.

  • Whitewater Source

    Generates volumes to be used as sources in a whitewater simulation.

  • Winding Number

    Computes generalized winding number of surface at query points.

  • Wire Blend

    Morphs between curve shapes while maintaining curve length.

  • Wire Capture

    Captures surfaces to a wire, allowing you to edit the wire to deform the surface.

  • Wire Deform

    Deforms geometry captured to a curve via the Wire Capture node.

  • Wire Transfer

    Transfers the shape of one curve to another.

  • Wireframe

    Constructs polygonal tubes around polylines, creating renderable geometry.

  • _mkl_note

  • glTF

  • glTF ROP output driver