Houdini 18.5 Nodes Geometry nodes

Scatter and Align geometry node

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

On this page
Since 18.0

Overview

This is a higher-level node that uses the Scatter node to create points on an input surface, and then adds useful attributes to create variation when you copy or instance onto the points with the Copy to Points node.

You can control the variation of the attributes using different options, and

This node supports the Houdini workflow of scattering points on a surface and then copying or instancing objects onto the points, to create large numbers of objects, such as a forest or rocky landscape. Attributes on the points allow variation of how to scale and orient the copies/instances.

Visualizing the results

The best way to use this node is to set up the copying/instancing network (for example, using Copy to Points) so you can see the objects copied onto the points in the viewer. Then you can select this node and tweak the parameters based on how they affect the placement and variation of the copies/instances.

Some parameters, such as Coverage, only make sense when you can see how they affect the copies/instances, not the points.

Modeling instanced objects

Whereas the basic Scatter node is just about creating points, this higher-level node is about distributing points and creating attributes on them as sources for copying/instancing. For example, this node has options for spacing points based on the sizes of the objects to copy/instance, and automatically creating attributes that vary the instances based on rules and/or randomness.

Houdini’s copying/instancing workflows are based on using the pscale (point scale) attribute to control the size of each instance. Since this is a scale, it works best if you model the objects to copy/instance at 1 unit scale, at least along the axis you don’t want to overlap when scattering.

For example, if you are scattering trees, it is best to model each tree so the "radius" of the tree (the maximum distance from the center of the truck to the end of the longest branch) is one world unit. Then the copy node can scale the tree smaller or larger using pscale.

If you have a model created at a different scale, you can make it 1 unit scale with the Match Size node.

Tag attribute

This node creates a string attribute named tag on the points. This lets you name the points generated by one node, and use that name in later Scatter and Align nodes (or other nodes) to refer to that subset of points.

This lets you, for example, tag the points created by this node as rocks, and then in a subsequent Scatter and Align node, create points tagged pebbles that scatter around existing rocks points.

To specify points with a certain tag in a Group field, use the @tag=name group syntax. In the example above, you would set the Point group parameter in the second Scatter and Align node to the following:

@tag=rocks

Tips and notes

  • To vary the geometry that will be copied to the points, you can use the Attribute From Pieces node after this node to assign different "pieces" to points randomly or according to various rules.

  • Be careful making big increases to parameters that control the number of points. With certain interactions between parameters, the absolute number of points can spike suddenly, and the node will then take a long time to cook. You can press ⎋ Esc to cancel cooking the node if it takes too long to create the points. (See also the Emergency Limit parameter.)

  • This node has a Mode that scatters the points around "seed" constraint points from the second input. It also has a separate option in both the "scatter on surface" and "scatter around points" modes to specify a set of points from the second input that can attract or repel scattered points. The pscale attribute on the constraint points controls their individual attraction/repulsion force. See the Avoid Constraint Points option on the Point Generation tab.

  • This node can transfer (interpolated) attribute values from the underlying surface onto the scattered points. This is a very powerful feature. It lets you paint attribute values on the surface and transfer them to the copies/instances.

  • In Scatter Points Around Constraint Points mode, the node clusters the new points around the existing constraint points, but doesn’t automatically avoid any instance geometry you might put on the constraint points. Use the Remove overlapping points and Avoid constraint points parameters on the Point Generation tab to have the scatter points stay a certain distance from the constraint points so the geometry doesn’t overlap. This is useful, for example, when scattering pebbles around existing rocks.

    Scattering around constraint points without avoid constraint points or remove overlapping points.
    Scattering around constraint points with avoid constraint points but without remove overlapping points.
    Scattering around constraint points with avoid constraint points and remove overlapping points.

Inputs

Scatter Surface

The surface to scatter points on, or an existing point cloud to add orientations and scales.

Constraint Points

A point cloud that can be used to specify which areas on the surface geometry that geometry should be scattered around.

Parameters

Mode

Controls whether this node scatters new points across the entire surface, scatters around existing points, or simply adds instancing attributes to existing points. Different mode show or hide different parameters in the rest of the interface.

Scatter Points on Geometry Surface

Create points based on the shape of the surface in the first input.

Add Attributes to Existing Point Cloud

Don’t create points, just add attributes to existing points in the second input.

Scatter Points Around Constraint Points

Create points around existing points in the second input. This is useful, for example, to scatter rocks, pine cones, etc. around the trunks of trees.

Group

The surface primitives in the first input to scatter points on. Leave this blank to scatter across all surfaces. To select points by the tag attribute, use the @tag=name group syntax.

Point Group

When Mode is "Add Attributes to Existing Point Cloud", this specifies which points in the second input to put attributes on. Leave this blank to put attributes on all points. To select points by the tag attribute, use the @tag=name group syntax.

Tag Name

The value to set the tag string attribute to on the points. This lets you, for example, tag the points created by this node as rocks, and then in a subsequent Scatter and Align node, create points tagged pebbles that scatter around existing points tagged rocks. The default is $OS (the name of this node).

This node always creates a tag string attribute, even if you leave this parameter blank.

Global Seed

The seed for all random numbers generated by this node. The same seed value will always generate the same random numbers. Changing the seed value will generate different numbers. If you want different random numbers in every frame, use $F (the frame number) as the seed.

Point Group

When Mode is "Scatter points around constraint points", this specifies which points in the second input to scatter around. To select points by the tag attribute, use the @tag=name group syntax.

Scatter Radius Scale

When Mode is "Scatter points around constraint points", multiply this scaling factor by the pscale attribute on the constraint points (if the attribute exists) to scale the "area of influence" around the constraint points.

Coverage

This specifies a fraction of the surface to be covered by the instanced geometry (based on the pscale radius of the points). For example, 0.1 tries to cover 10% of the surface, 0.5 tries to cover half the surface, 1.0 tries to cover the entire surface. This parameter really only makes sense if you can see how it affects copied/instanced geometry on the points. Otherwise its relationship to point placement can be very hard to understand.

Coverage set to 1.0
Coverage set to 0.5

This is a constraint the node will attempt to follow, not an exact measurement. More relaxation iterations can give more exact coverage, but it can never be perfectly accurate. For example, since it’s based on a bounding radius (pscale), it can’t fit the pieces together to completely cover the surface without overlap.

Coverage Attribute

When you set the pop-up menu next to Coverage to "Scale by Attribute", this is the name of an attribute on the surface to use to scale the Coverage value across the surface.

Point Count Method

How the node decides how many points to scatter.

By Size

Assigns a random size to each point, based on the given minimum and maximum radius of the objects that will be copied onto the points, and spaces the points such that the objects will not overlap.

For example, if you are scattering pine trees, and you have different tree sizes you will copy onto the points, you would specify the radius of the smallest tree and the radius of the biggest tree, and the node would try to space the points so the trees would not overlap when copied onto the points.

By Density

Generates a base density across the surface. You can then scale that density per-primitive using a primitive attribute.

This is very useful for painting density onto the surface using Attribute Paint, or controlling density based on some other factor (for example elevation).

By Point Spacing

Derives the number of points to generate from the desired spacing between points.

Number of Points

Generates a specific number of points.

Total Points

When Point Count Method is Number of Points, this is the total number of points to generate on the surface. In this case, the density controls the distribution of these points, but the number of points does not change.

Scale

These parameters are visible when Point Count Method is "By Size".

Min Radius

The smallest radius of the objects you will copy/instance onto the points.

Max Radius

The largest radius of the objects you will copy/instance onto the points.

Uniform Scale

A value to scale all point sizes by.

Density

These parameters are visible when Point Count Method is "By Density".

Density Scale

Controls the base density of points across the surface. You can then scale this number per-primitive using a primitive attribute on the surface.

Use Density Attribute

Turn on the checkbox next to Density Attribute to scale the density by an attribute on the surface.

Density Attribute

The name of an attribute to use to scale density across different parts of the surface.

Spacing

These parameters are visible when Point Count Method is "By Spacing".

Spacing

The desired space between each point. The node will set the density such that after relaxing points, they will not be within this distance. If a point has a pscale attribute (representing the radius of the object that will be copied/instanced onto the point), this value is multiplied by the attribute value.

Scale Mode

Set the popup menu to "Scale by Attribute" to scale the spacing using an attribute on the surface.

Spacing Attribute

The name of an attribute to use to scale spacing across different parts of the surface.

Use Minimum Spacing

Turn on the checkbox next to Minimum spacing to enforce a minimum distance between points.

Minimum Spacing

A minimum allowed distance between points when calculating spacing. Any points that would be closer than this are spaced out to this distance. It’s a good idea to set this to an acceptable value when using spacing.

This can help guard against accidentally setting the other parameters to values that would result in a tiny spacing and a huge spike in point density. (See also the Emergency Limit parameter.)

Orientation

The parameters on this tab control attributes on the points that specify how to scale and orient the objects that will be copied/instanced onto the points, such as with Copy to Points.

The best way to use these parameters is to set up your copying/instancing network to copy the objects onto the points, then select this node and tweak the parameters, so you can see how they affect the copied/instanced objects.

Alignment

By default, Houdini expects instance geometry to be modeled so that the "up" direction (for example, from the root of a tree to the top) is along the +Y axis, and the "forward" direction (for example, from the back of a car to the front) is along the +Z axis. You can modify this using the parameters in the "Alignment" group below.

Normal Direction

The axis of the instanced objects to map onto the surface normal direction. The default is "Y" (so instance geometry modeled with "up" along +Y will "stick up" from the surface).

X

Maps the initial X direction to the oriented normals.

Y

Maps the initial Y direction to the oriented normals.

Z

Maps the initial Z direction to the oriented normals.

Custom

Maps the direction specified by the Custom Normal Vector to the oriented normals.

Custom Normal Vector

When Normal Direction is Custom, the node will map this custom vector to the surface normal at each point.

Forward Direction

The axis of the instanced objects to map onto the Target Forward Vector below. This controls how the instanced geometry rotates around the surface normal direction.

X

Aligns the X direction with the Target Forward Vector.

Y

Aligns the Y direction with the Target Forward Vector.

Z

Aligns the Z direction with the Target Forward Vector.

Custom

Aligns the custom vector specified by Custom Forward Vector with the Target Forward Vector.

Custom Forward Direction

When Forward Direction is Custom, this is the direction to align with the Target Forward Vector.

Target Forward Vector

This is the direction that the Forward Direction will be pointed in after mapping the Normal Direction to the surface normals.

No Target

Does not align the Forward Direction with any given direction.

X

Align the Forward Direction with the X direction.

Y

Align the Forward Direction with the Y direction.

Z

Align the Forward Direction with the Z direction.

Custom

Align the Forward Direction with the custom direction specified by the Custom Forward Vector.

Attribute

Align the Forward Direction on each point individually with the direction specified by the point attribute Target Forward Attribute.

Custom Forward Vector

When Target Forward Vector is Custom, this defines the direction that the Forward Direction is aligned with.

Target Forward Attribute

When Target Forward Vector is Attribute, this is the name of a vector attribute on the surface that controls the forward direction at each point.

Blend Normals

When the checkbox next to Blend Normals With is on, the node will blend the "up" direction of the instances by a certain amount away from the surface normal direction toward the Blend Target direction.

Blend Normals With

Blends the "up" direction of the instances away from the surface normal direction toward this direction.

For example, if all instances are pointing "up" away from the surface, and you set this to "Z" and the Amount to 1.0, the instances will point tangent to the surface instead of away from the surface.

X

Blends normals toward the X direction.

Y

Blends normals toward the Y direction.

Z

Blends normals toward the Z direction.

Custom

Blends normals toward the custom direction specified by the Custom Target.

Attribute

Blends normals toward the direction specified on each point by the Blend Target Attribute.

Custom Target

When Blend Target is Custom, this is the direction to blend the point normals toward.

Blend Target Attribute

When Blend Target is Attribute, this is the name of an attribute containing the direction vector to blend the point normals toward.

Amount

The amount to blend the point normal direction with the target direction. 0.0 just uses the normals. 1.0 just uses the target direction. Values in between blend between the point normals and the target direction.

Scale Blend by Attribute

Whether to scale the blending Amount by an attribute on the input geometry.

Blend Attribute

The name of an attribute on the surface to use to scale the blending Amount for each point.

Rotation
All instances with "up" direction pointing along surface normal.
Randomly rotated away from default up direction by up to 30 degrees.

Max Random Cone Angle

Rotates each instance away from the default "up" direction by a certain amount, up to this maximum number of degrees. This creates variation in the orientation of the instances.

Scale Cone by Attribute

If you set the popup menu next to Max Random Cone Angle to Scale by attribute, you can scale the maximum random angle change using an attribute on the surface.

Cone Angle Attribute

When the popup menu next to Max Random Cone Angle is set to Scale by attribute, this is the name of an attribute on the surface to use to scale the Max Random Cone Angle.

Rotation Around Normal

The following parameters control how the node rotates the instances around the "up" direction.

All instances with "forward" direction pointing the same way.
Randomly rotated around the "up" pivot, from 0 to 360 degrees.

Min Angle

The minimum angle to be generated randomly.

Max Angle

The maximum angle to be generated randomly.

Round Rotation Around Normal

Whether to round the sampled random angle to the closest integer multiple of Round to Multiple Of.

Round to Multiple Of

The value to round the sampled random angle to the closest integer multiple of. For example, if you are instancing buildings, you can rotate them but keep them aligned by only allowing them to rotate 90 degrees at a time.

Offset Angle

This is the offset angle to rotate each point around its normal vector after the random part of the rotation has been determined.

Scale Offset Angle by Attribute

Whether to scale the Offset Angle on each point by an attribute.

Offset Angle Attribute

An attribute specifying the factor to scale the Offset Angle by on each point.

Remap Using Distribution Ramp

Whether to use a ramp to define the inverse CDF of the probability distribution that random angles are sampled from.

Rotation Distribution Ramp

A ramp defining the inverse CDF of the probability distribution that random angles are sampled from between the Min Random Angle and the Max Random Angle.

Point Generation

This tab is not available when Mode is Add Attributes to Existing Point Cloud.

Noise

These parameters are visible when Mode is Scatter Points Around Constraint Points.

Add Scatter Noise

Whether to add noise to the scattered point positions before influencing points to be near the constraint points.

Roughness

When Add scatter noise is on, this controls the influence falloff for each successive noise layer.

Amplitude

When Add scatter noise is on, this is the maximum displacement added to the points by the noise.

Element Size

When Add scatter noise is on, this is the base feature size of the generated noise.

Relaxation

The node scatters the new points, then iteratively moves the points to satisfy spacing and other constraints. This iterative process is called relaxation.

Relax Iterations

The number of relax iterations to apply to the points. More iterations are slower but can give better positioning of the points.

Remove Overlapping

Whether to remove points that are too close to one another to preserve spacing constraints.

Scattering around constraint points with avoid constraint points but without remove overlapping points.
Scattering around constraint points with avoid constraint points and remove overlapping points.

Overlap Tolerance

The minimum amount of overlap allowed, as a fraction of the radius required for a point to be removed.

Avoid Constraint Points

When this is on, you can specify additional constraint points from the second input in the Constraint Point Group below. The scattered points will be pulled toward or pushed away from these constraint points during relaxation, based on each constraint point’s pscale attribute.

Scattering around constraint points without avoid constraint points or remove overlapping points.
Scattering around constraint points with avoid constraint points and remove overlapping points.

Constraint Point Group

When Avoid constraint points is on, this is the group of points in the second input that repel or attract the scattered points. The pscale attribute on each constraint point controls how strongly the point repels the scattered points (if pscale is positive), or attracts them (if pscale is negative). Leave this blank to use all existing points in the second input. To select points by the tag attribute, use the @tag=name group syntax.

Radius Scale

Scales the pscale attribute on the points in the Constraint Point Group above.

Use Emergency Limit

Turn on the checkbox next to Emergency Limit to prevent the node from creating more than a certain maximum number of points.

Emergency Limit

The maximum number of points this node is allowed to generate. If you accidentally set some combination of parameters that causes a huge spike in point density, this can prevent the node from cooking for an extremely long time, or running out of memory. This is especially useful in batch processing where a human is not available to press ⎋ Esc to cancel an over-long cook.

Attributes

Use Prim Num Attribute

Turn this checkbox on to create an attribute on the scattered points containing the primitive number of the corresponding primitive (polygon face) on the surface.

Prim Num Attribute

The name of an attribute to create on the scattered points containing the primitive number of the corresponding primitive (polygon face) on the surface.

Use Prim UVW Attribute

Turn this checkbox on to create an attribute on the scattered points containing the corresponding UVW coordinates on the surface.

Prim UVW Attribute

The name of an attribute to create on the scattered points containing the corresponding UVW coordinates on the surface.

Output Radius Attribute

Turn this checkbox on to create an attribute on the scattered points containing the radius of the point (this will affect the object size when you copy/instance onto the points).

Radius Attribute

The name of an attribute to create on the scattered points containing the point radius (this will affect the object size when you copy/instance onto the points). This is on by default with the name pscale (this is Houdini’s standard instancing attribute for point scale).

Output Orient Attribute

Turn this checkbox on to create an attribute on the scattered points containing the orientation matrix of the point (this will affect the object orientation when you copy/instance onto the points).

Orient Attribute

The name of an attribute to create on the scattered points containing the orientation matrix of the point (this will affect the object orientation when you copy/instance onto the points). This is on by default with the name orient (this is one of Houdini’s standard instancing attributes for orientation).

Surface Point Attributes

A space-separated list of point attributes to copy from the surface onto the scattered points. For example, if the surface has point colors, you can specify Cd to transfer the surface color onto the scattered points. The default is *, meaning transfer all point attributes.

Surface Vertex Attributes

A space-separated list of vertex attributes to copy from the surface onto the scattered points. The default is *, meaning transfer all vertex attributes.

Surface Primitive Attributes

A space-separated list of primitive (polygon face) attributes to copy from the surface onto the scattered points. The default is empty, meaning transfer no primitive attributes.

Surface Detail Attributes

A space-separated list of detail (whole geometry) attributes to copy from the surface onto the scattered points. The default is empty, meaning transfer no detail attributes.

Examples

ScatterAlignBasic Example for Scatter and Align geometry node

This example shows how to scatter points on a grid with random scaling and rotations, and then scatter smaller points around the initial points.

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 a new layer to agent primitives.

  • Agent Look At

    Adjusts the head of an agent to look at a specific object or position.

  • 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

  • Align

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

  • Assemble

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

  • Attach Control Geometry

    Creates control geometry for SOP-based KineFX rigs.

  • 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 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 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 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.

  • Basis

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

  • Bend

    Applies captures 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.

  • 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.

  • Cap

    Closes open areas with flat or rounded coverings.

  • 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 Shapes

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

  • 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 from Edges

    Transforms selected geometry into a circle.

  • Clay

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

  • 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.

  • 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 Stamp

    Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.

  • 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.

  • Creep

    Deforms and animates a piece of geometry across a surface.

  • Cross Section Surface

    Creates a surface around cross sections.

  • Crowd Source

    Populates a crowd of agent primitives.

  • Curve

    Creates polygonal, NURBS, or Bezier curves.

  • Curveclay

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

  • Curvesect

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

  • DOP I/O

    Imports fields from DOP simulations, saves them to disk, and loads them back again.

  • 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 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.

  • Denoise AI

    Uses machine-learning algorithms to denoise images with high quality and speed.

  • Detangle

    Attempts to prevent collisions when deforming geometry.

  • Dissolve

    Deletes 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.

  • Dop Import

    Imports and transforms geometry based on information extracted from a DOP simulation.

  • 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 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 Joints

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

  • 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 Validate

    Visualizes the quality of a tetrahedral mesh.

  • FEM Visualize

  • FK Transfer

    Transfer forward kinematic motion to a SOP-based skeleton

  • FLIP Source

    Creates a surface or density VDB for sourcing FLIP simulations.

  • Facet

    Controls the smoothness of faceting of a surface.

  • Filament Advect

    Evolves polygonal curves as vortex filaments.

  • File

    Reads, writes, or caches geometry on disk.

  • File Cache

    Writes and reads geometry sequences to disk.

  • File Merge

    Reads and collates data from disk.

  • Fillet

    Creates smooth bridging geometry between two curves or surfaces.

  • Filmbox FBX ROP output driver

  • Find Shortest Path

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

  • Fit

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

  • 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 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.

  • 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

    Allows intuitive manipulation of guide curves in the viewport.

  • 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 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.

  • 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 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 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 Property

    Sets the border voxel policy 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.

  • IsoOffset

    Builds an offset surface from geometry.

  • IsoSurface

    Generates an isometric surface from an implicit function.

  • Join

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

  • 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

  • Lattice

    Deforms geometry based on how you reshape control geometry.

  • 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 geometry according to reference geometry.

  • 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.

  • 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.

  • 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 Pose Delete

    Removes the specified samples 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

  • Mountain

    Displaces points along their normals based on fractal noise.

  • Muscle Capture

    Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives

  • Muscle Deform

    Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles

  • 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.

  • Object_musclerig@musclerigstrokebuilder

  • Object_riggedmuscle@musclestrokebuilder

    Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface.

  • 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.

  • Orientation Along Curve

    Computes orientations (frames) along curves.

  • Output

    Marks the output of a sub-network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Points

    Packs points into a tiled grid of packed primitives.

  • Packed Disk Edit

    Editing Packed Disk Primitives.

  • Packed Edit

    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

  • 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.

  • Partition

    Places points and primitives into groups based on a user-supplied rule.

  • 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 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

    Edits primitive, primitive attributes, and profile curves.

  • Profile

    Extracts or manipulates profile curves.

  • Project

    Creates profile curves on surfaces.

  • 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.

  • 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 Spread

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

  • 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 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 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 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 Geometry Output

  • Rails

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

  • Ray

    Projects one surface onto another.

  • Re-Orient Joints

    Re-Orient Joints on a SOP Rig..

  • 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.

  • Repack

    Repacks geometry as an embedded primitive.

  • Reparent Joints

    Reparent Joints on a SOP Rig.

  • Resample

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

  • Rest Position

    Sets the alignment of solid textures to the geometry so the texture stays 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.

  • 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.

  • Sequence Blend

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

  • 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 two 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.

  • Sky

    Creates a sky filled with volumentric clouds

  • Smooth

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

  • 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.

  • 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.

  • Surfsect

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

  • 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.

  • Table Import

    Reads a CSV file creating point per row.

  • 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.

  • Toon Shader Attributes

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

  • 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.

  • 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.

  • Trim

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

  • 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 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.

  • 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 aligned VDB volumes in various ways.

  • VDB Diagnostics

    Tests VDBs for Bad Values and Repairs.

  • VDB Fracture

    Cuts level set VDB volume primitives into multiple pieces.

  • VDB LOD

    Build an LOD Pyramid from a VDB.

  • 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 Merge

    Merges three scalar VDB into one vector VDB.

  • VDB Vector Split

    Splits a vector VDB primitive into three scalar VDB primitives.

  • 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 Brush

    Interactive brushing of Vellum geometry in the viewport.

  • Vellum Configure Grain

    Configures geometry for Vellum Grain constraints.

  • Vellum Constraint Property

    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 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

    Lets you attach visualizations to different nodes in a geometry network.

  • Visualize Rig

    Visualize the transformations and parenting of a SOP skeleton

  • Volume

    Creates a volume primitive.

  • 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 Compress

    Re-compresses Volume Primitives.

  • Volume Convolve 3×3×3

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

  • 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 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 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.

  • glTF ROP output driver