Houdini 18.0 Nodes Geometry nodes

Topo Transfer geometry node

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

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Overview

This node takes a source mesh and non-rigidly deforms it to match the size and shape of a target mesh.

This deformation is performed iteratively. The source mesh is usually more rigid at the beginning of the deformation process, which allows the node to capture the overall size and rough shape of the target mesh, and less rigid towards the end, which allows the node to capture small shape details. You can control the rigidity of the source mesh throughout the iterations using the Rigid Weights parameter.

To improve the performance and the robustness of the deformation process, the node uses a reduced-to-fine deformation strategy. Internally, the node deforms the reduced version of the original source mesh and then propagates the deformation to all points of the source mesh.

The node also uses user-defined landmark point correspondences between the source and the target meshes to help improve the deformation’s quality. You can control the influence of the landmarks throughout the iterations using the Landmark Weights parameter.

Retargeting topology

To retarget one topology to another in Houdini, the following is required:

  • Position the source and target meshes close to each other in world space.

  • The source and target meshes have to have similar scales.

  • The source mesh has to be manifold geometry. If any part of the source is not connected to its mesh (for example, like a separate piece of teeth geometry), then the cook will fail and an error will be issued.

For best results, position the source and target meshes on-top of (overlapping) each other and use landmarks to guide the deformation. Landmarks are user-defined point correspondences between the two meshes.

Overlapping source and target geometry

How to

  1. In the Network Editor, create a new Topo Transfer SOP node.

  2. Connect the source geometry’s node to the first input on the Topo Transfer node and the target geometry’s node to the second input.

    For example, the template head node is connected to the source input and the 3D scan file node is connected to the target input.
  3. Turn on the Display flag for the Topo Transfer node.

    The undeformed source geometry appears in the viewport and a warning appears on the Topo Transfer node.

    Before the Topo Transfer node can cook, it first needs at least one valid landmark point pair. A landmark point pair is not valid until you set the position of its target point.

    Note

    If you want to cook the Topo Transfer node without using landmark points to improve the quality of the deformation, you can disable landmark groups by turning off the Enable Landmarks parameter on the Topo Transfer node.

  4. In the Network Editor, make sure that the Topo Transfer node is selected, hover your mouse pointer over the viewport, and then press Enter.

    The following occurs:

    • A new landmark group is automatically created for your Topo Transfer node.

    • You are now in the edit state for that landmark group.

    • The Landmark toolbar appears across the top of the viewport, and the new landmark group’s name appears in the Group Name toolbar field.

      This toolbar contains the controls that allow you to create landmark groups and edit landmark group point correspondences.

      Since you are in the edit state, the landmark group edit options for the current landmark group appear in the toolbar.

    • The source landmark guide mesh appears in the viewport.

    • A new landmark group appears under Landmarks in the Topo Transfer node’s parameters. Each landmark group contains one or more landmark point pairs.

    Tip

    You can also create landmark groups by clicking the Create Group button in the Landmark toolbar or the Landmarks > Landmark Groups > + button in the Topo Transfer node’s parameters.

    Note

    If you create a landmark group through the Topo Transfer node’s parameters instead, then you can only directly enter the edit state for that group by clicking its Edit Landmark Group button.

  5. Rename the new landmark group.

    In the Landmark Group toolbar, click in the Group Name field, type the new name for the landmark group, and then press Enter.

    Group Name field, Landmark toolbar when in the edit state

    Tip

    You can also rename a landmark group using the Landmarks > Landmark Groups > Name field in the Topo Transfer node’s parameters.

  6. In the viewport, -click the locations on the source guide mesh where you want to place the landmark point pairs.

    The new landmark point pairs automatically snap to the source guide mesh’s surface. You can freely -drag the landmark point pairs to any location on the guide mesh, not just its polygonal indices.

    A landmark point pair consists of a source point and its corresponding target point. Initially, a target point has the same location as its corresponding source point.

    Tip

    • You can delete a source point or a target point by -clicking on the point in the viewport. Deleting a source point deletes its landmark points pair.

    • You can reposition the source guide mesh using the translate handles.

    Translate handles
  7. Press ⌃ Ctrl + G to switch to viewing the target guide mesh.

    Tip

    You can also use the Show drop-down menu options in the Landmark toolbar to switch between viewing the source and target guide meshes.

    A green ring appears around the current active source point. Your next click on the target guide mesh will place the target point for that active source point.

    Green ring around active source point

    Note

    The green ring only dictates target point placement order when using -clicks to place points. You can place target points in any order by -dragging them instead.

  8. For your landmark point pairs, do the following:

    • Click the locations on the target guide mesh you want to move the target points to. The target points automatically snap to the target guide mesh’s surface.

    • -drag the landmark point pair to move its target point to the desired location on the target guide mesh. The target point automatically snaps to the target guide mesh’s surface.

      Note

      • When you have multiple landmark point pairs, you can -drag their target points in any order. The green ring only dictates placement order when -click placing target points.

      • Where you can move the target point to on the target guide mesh is determined by the Target Points Group and Target Point Coordinates parameter settings. By default, you can freely -drag the target points to any location on the target guide mesh, not just its polygonal indices.

    When in the edit state, source points always appear as green circles, target points always appear as light blue squares, and dashed lines appears between the source and target points to indicate their landmark point pair relationships.

    Tip

    • You can change the color of all the landmark point pairs in a landmark group with the Landmark Group > Color parameter. This only specifies the color the points appear as when in the landmark group state, not the color they appear as when in the edit state.

    • To see a transparent version of the source guide mesh while viewing your target guide mesh, turn on Show Source Silhouette in the Landmark toolbar.

  9. When you have finished editing the positions of the source and target points in the landmark group, click Done Editing in the Landmark toolbar or press Enter to save your changes and exit the edit state.

  10. In the Landmark toolbar, click Solve to trigger the cook (solve) for the node.

    The following occurs:

    • The progress of the solve appears at the bottom of the Houdini window.

      Example: Topo Transfer solve progress
    • The output geometry appears in the viewport.

      Example: Output geometry

    Note

    You can also trigger the solve from the edit state.

    Now that you can see the output geometry from the topo transfer operation, you can refine its deformations.

  11. Repeat steps 4-10 for each landmark group you want to create.

  12. For areas of the source mesh or target mesh that have greater detail, add extra landmark point pairs to those areas.

    This increases the registration in those mesh areas and improves the quality of the output geometry.

    For example, for detailed humanoid models, the areas around the eyes, nose, ears, and mouth require greater attention during the topology transfer process to produce a more accurate deformation result.

    Warning

    Do not apply too many landmark point pairs as this will constrain the solve too much and may produce the opposite effect of what you are trying to achieve.

  13. For areas of the source mesh that you want to exclude from the solve, use the Rigid Primitives parameter to specify which primitives to ignore:

    • Use the Rigid Primitives drop-down list to select existing primitive groups. You can select multiple groups.

      Example: Source mesh primitive groups
    • Use the Rigid Primitives select geometry tool (arrow button next to the parameter) to select the primitives in the viewport.

      • ⇧ Shift + to add primitives to the selection.

      • ⌃ Ctrl + to remove primitives from the selection.

      Example: Primitives to exclude

    Tip

    You can select both rigid primitive groups and individual primitives.

    • Press Enter to save your selection, exit the rigid primitives edit state, and trigger the cook (solve).

      The improved output geometry appears in the viewport.

  14. Adjust the Topo Transfer node’s parameter settings as needed.

Landmark toolbar

When in the landmark group state, the Edit Landmark Group toolbar appears across the top of the viewport. This toolbar contains the controls that allow you to create new landmark groups, edit a landmark group’s point correspondences, and determine how the landmark guide meshes are visualized in the viewport.

Landmark toolbar, landmark group state

Solve

Triggers the node’s cook (solve).

Show

Switches which landmark guide mesh—source or target—is shown in the viewport.

You can also use the hotkey ⌃ Ctrl + G to toggle between displaying the source or target guide meshes.

Source

Displays the source landmark guide mesh in the viewport.

Target

Displays the target landmark guide mesh in the viewport.

Center Camera

Centers the current view’s camera on the source and target landmark guide meshes.

Show Source Silhouette

When on, displays a transparent version of the source landmark guide mesh when you are viewing the target landmark guide mesh.

Landmark Name

Determines what is displayed next to the landmark points in the viewport.

none

No labels appear next to the landmark points.

group

The name of the landmark group to which a point belongs appears next to each landmark point.

group_#pntid

The point ID for each point appears next to the landmark points.

Group Name

Displays the name of the landmark group you are currently editing. You can use this field to change the name of the landmark group.

This field is only available when in the edit state.

Done Editing

Saves any changes you made to the current landmark group’s point pairs and exits the edit state.

This field is only available when in the edit state.

New Group

Creates a new landmark group.

This field is only available when in the landmark group state.

Edit Group

Opens the Edit landmark group selection window. You can choose which landmark group to edit with this window.

This field is only available when in the landmark group state.

To...Do this

Create a new landmark group

Do one of the following:

  • In the Edit Landmark Group toolbar, click New Group.

  • In the Topo Transfer node’s parameters, click the Landmarks > Landmark Groups > + button.

Note

The first landmark group for a Topo Transfer node is automatically created when you enter the landmark state for the first time.

Edit a landmark group

Do one of the following:

  • In the Edit Landmark Group toolbar, click Edit Group.

    • In the Edit landmark group selection window that appears, select the landmark group you want to edit and then click Accept.

  • In the Topo Transfer node’s parameters, click the Landmarks > Landmark Groups > Edit Landmark Group button for the landmark group you want to edit.

Create a landmark point pair

When editing your landmark group, make sure that you are viewing the source guide mesh ( ⌃ Ctrl + G ) in the viewport.

Click the location on the source where you want to create the landmark point pair.

Each landmark point pair contains a source point and a corresponding target point.

Warning

A landmark point pair is not valid until you set the position of its target point.

Tip

You can change the color of all the landmark point pairs in a landmark group with the Landmark Group > Color parameter. This only specifies the color the points appear as when in the landmark group state, not the color they appear as when in the edit state.

Edit a source point’s location

When editing your landmark group, make sure that you are viewing the source guide mesh ( ⌃ Ctrl + G ) in the viewport.

-drag the source landmark point to its new location on the source guide mesh.

Edit a target point’s location

When editing your landmark group, make sure that you have already created your landmark point pair.

In the viewport, switch to viewing the target guide mesh ( ⌃ Ctrl + G ) and then -drag the target point to its new location on the target guide mesh.

When in the edit state, the source point always appears as a green circle, the target point always appears as a light blue square, and a dashed line also appears between the source and target points to indicate their link as a landmark point pair.

Note

Where you can move the target point to on the target guide mesh is determined by the Target Points Group and Target Point Coordinates parameter settings.

Delete a landmark points pair

When editing your landmark group, make sure that you are viewing the source guide mesh in the viewport.

-click the source point of the landmark point pair that you want to delete.

Delete a target point

When editing your landmark group, make sure that you are viewing the target guide mesh in the viewport.

-click the target point that you want to delete.

View landmark group edit results

In the Landmark toolbar, click Solve to trigger the node’s cook (solve).

The output geometry automatically updates in the viewport.

Tips and tricks

Target mesh with missing or unwanted details

Example: Solve of a source mesh head with Rigid Primitives to a 3D head scan target mesh that is missing the back of its head

Scenario

You have a 3D scan and it is missing areas of its geometry or it has areas that you don’t want to capture. For example, the back of the head is missing from your 3D head scan or you don’t want to transfer the topology of the subject’s hair from your 3D head scan.

Solution

Use Rigid Primitives to specify which primitives or primitive groups on the source mesh you do not want to deform to the target mesh.

Target and source meshes have a very different pose

Example: Non Linear solve of a source mesh in T-pose to a 3D full-body scan target mesh with arms at its sides

Scenario

The pose of your target meshes differs greatly from that of your source mesh. For example, the target body mesh’s arms are at its sides and the source mesh is in a T-pose. Or your source mesh is an open palm but your target hand scan is closed in fist.

Solution

Set the solver type to Non Linear and use landmark groups.

The Non Linear solver handles deformations that require large rotations much better than the Linear solver.

When the points on the target and source meshes are very far apart, adding landmark point pairs to the node helps the solver match the points on the source mesh to those on the target mesh.

Parameters

Iterations

Iterations

Sets the number of iterations that are performed. At each iteration, the node deforms the reduced source mesh using the current Rigid Weights and Landmark Weights parameter settings.

The higher the number of Iterations, the greater the matching quality and the slower the solution.

Reduced Levels

Sets the number of reduction levels between the first and last Iteration. Each level corresponds to the source mesh with a reduced number of polygons.

The number of polygons to keep for each level is determined by the Reduction Percentage parameter.

What Iterations belong to which Reduced Levels is determined by Iterations / Reduced Levels.

For example, if there are 12 Iterations and 4 Reduced Levels, then there would be 3 Iterations in each Reduced Level.

Example: Reduced Levels dividing evenly into Iterations

If the Reduced Levels value does not divide evenly into Iterations, then the result is rounded up and the last Reduced Level would contain the remaining Iterations.

Example: Reduced Levels not dividing evenly into Iterations

Reduction Percentage

Sets the percentage of the original polygons in the source mesh to use for the first and last Reduced Levels.

What Reduction Percentage is used for each Reduced Level is determined by (Reduction Percentage(last) - Reduction Percentage(first)) / Reduced Levels * Reduced Level #.

For example, a Reduction Percentage of 0.1 (first) and 0.9 (last) means that the Reduction Percentage would be set to 10% for the first few Reduced Levels, to 90% for the last few levels, and to values between 10% and 90% for the intermediate Reduced Levels.

Example 1
Source Mesh
Example 2
Source Mesh

Rigid Weights

Sets the source mesh rigidness for the first and last Iterations. This value is linearly interpolated for the intermediate Iterations. Higher Rigid Weights force neighboring points to deform in a similar manner. Lower Rigid Weights allow neighboring points to move more independently so that the source mesh can deform to capture all the little details of the target mesh.

When setting your Rigid Weights, try to start with a higher rigid weight value (first field) and then gradually decrease it (last field). This allows the node to first capture the overall pose or shape of the target mesh, and then try to match the target mesh details for the final iterations.

If you keep the Rigid Weights high for all iterations, then the source mesh will deform as rigidly as possible and will not try to capture the target mesh’s details.

Landmark Weights

Determines how strongly the node tries to snap source and target landmark points to each other for the first and last Iterations. This value is linearly interpolated for the intermediate Iterations. Higher Landmark Weights force the landmark points to be at the exact same world space location at the final iteration. Lower Landmark Weights decrease the chance that the source landmark points will match the target landmark points.

Rigid Primitives

Specifies the source mesh primitive groups that are excluded from the deformation process and are instead deformed as rigidly as possible.

You can specify multiple existing primitive groups using the drop-down list and/or use the select geometry tool (arrow button) to manually select the primitives.

Closest point correspondences

For each Iteration, the node does the following:

  • Looks at each source point.

  • Finds a corresponding matching target point.

  • Tries to deform the source mesh to reduce the distance between both the matches.

Distance Tolerance

Sets the distance tolerance (in world units). The threshold value for the distance tolerance is calculated by multiplying the Distance Tolerance with the bounding box radius of the source mesh. Source and target points whose distances deviate outside the threshold are not matched.

Norm Tolerance

Sets the angle tolerance (in degrees). Source and target points whose normals deviate above the angle tolerance are not matched.

Solver

Type

Non Linear

Handles general deformation problems including cases that require large rotations between the source and the target.

Linear

Handles cases where deformations do not require large rotations and has faster performance than Non Linear for large meshes.

Iterations

Maximum number of iterations the solver is allowed to take before stopping if the Tolerance has not been reached. A smaller value increases the performance but may affect the quality of the solution.

Tolerance

Quality tolerance of the solver solution between the first and last Iteration. A larger value increases the performance but may affect the quality of the solution.

Landmarks

Enable Landmarks

When on, landmark groups participate in the node’s solve.

Landmark Groups

Lets you create or remove landmark groups, and it lists the current number of landmark groups for the node.

Enable

When on, the individual landmark group is active and its points are used to generate the result of the topology transfer.

Edit Landmark Group

Enables the edit state for the individual landmark group and opens the Edit Landmark Group toolbar above the viewport window.

Color

Specifies the color of all the landmark points that belong to the landmark group. This only specifies the color the points appear as when in the landmark group state, not the color they appear as when in the edit state.

Name

Specifies the name of the landmark group.

Source Points Group

Lists the point number locations of the source landmark points.

Target Points Group

Lists the point number locations of the target points.

This parameter is only available when Target Point Coordinates is off.

Target Point Coordinates

When on, you can -drag your target points to any location on the target guide mesh, not just its polygonal indices. When off, target points can only be placed at polygonal indices.

This field also lists the world space coordinates of the target points.

Inputs

Source geometry

The mesh that is deformed.

The source mesh must be manifold geometry. A mesh is a manifold when each edge is incident to only one or two faces, the faces incident to a vertex forming a closed or an open fan, and the mesh is one continuous patch. If your mesh has multiple patches (for example, teeth, gum, and eye geometries are typically detached from body geometry), then the node will throw an error.

Tip

  • You can use the Poly Doctor node (with the Topology > Visualize Maximal Manifold Visualize different patches Patches parameter enabled) to visualize different patches.

  • You can use the Delete node to delete unwanted patches.

Target geometry

The Source Geometry is deformed to match the size and shape of this mesh.

See also

Geometry nodes

  • 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 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 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.

  • 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.

  • 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 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 noise to attributes of the incoming geometry.

  • 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 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

  • 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 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.

  • Channel

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

  • 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.

  • 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.

  • DeltaMush

    Smooths out (or "relaxes") point deformations.

  • 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

  • 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 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.

  • FEM Visualization

  • 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.

  • 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 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.

  • 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.

  • 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.

  • 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.

  • 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 on 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-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 Post-Process

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

  • 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.

  • 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

    Merges RBD fractured geometry with the proxy geometry and pushes it out from the center to create an exploded view.

  • 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 Geometry Output

  • 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.

  • Repack

    Repacks geometry as an embedded primitive.

  • 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.

  • Revolve

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

  • Rewire Vertices

    Rewires vertices to different points specified by an 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.

  • 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.

  • 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 Conform

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

  • Solid Embed

    Creates a simple tetrahedral mesh that covers a connected mesh.

  • 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.

  • 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 Partition

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

  • Tetrahedralize

    Performs variations of a Delaunay Tetrahedralization.

  • 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.

  • 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 Configure Grain

    Configures geometry for Vellum Grain constraints.

  • 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.

  • 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 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.

  • _heightfield_common

  • _vellum_common

  • glTF ROP output driver

  • posescope

    Assigns channel paths and/or pickscripts to geometry.

  • standard_crowdsim_parms