Houdini 19.0 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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Since 18.5

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.

Note

This node uses Intel’s Math Kernel Library. You can use an environment variable to tune the library for speed or for producing identical results from run to run.

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 must 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 an error will be issued. For such cases, Topo Transfer supports geometric constraints that require some additional setup. See the Tips and tricks section for more details.

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, LMB-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 LMB-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 LMB-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 LMB-clicks to place points. You can place target points in any order by LMB-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.

    • LMB-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 LMB-drag their target points in any order. The green ring only dictates placement order when LMB-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 LMB-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.

    • 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.

    • Use the Rigid Primitives select geometry tool (arrow button next to the parameter) to select the primitives in the viewport.

      • ⇧ Shift + LMB to add primitives to the selection.

      • ⌃ Ctrl + LMB 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.

      Example: Source geometry with rigid primitives and the resulting output geometry.
    • Similarly, the Rigid Mask parameter lets you specify a weighted scalar as a percentage of exclusion for each point. Weighted exclusion may be combined with rigid primitives or used independently.

      • Select 'MaskOn' from the Mask Mode parameter.

      • Click the attribute paint button to enter attribute paint mode to create a weight map, or specify an existing mask attribute from the drop-down list.

      • The Mask Tolerance parameter lets you specify the amount of precision to use when comparing weights to one which is when a point is fully rigid.

      Example: Source geometry with a rigid weight mask and the resulting output geometry.
  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.

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 exit 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 Done Editing.

  • 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.

LMB-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 LMB-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.

LMB-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.

LMB-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.

Source geometry consists of multiple disjoint islands

Scenario

The source contains multiple disjoint islands.

Solution

Toggle on Enable Geometry Constraints, and optionally specify the main island which should act as a parent for the rest of the islands using the Manual option in the Constraint Selection parameter.

Example: Mapping the Tommy model with inner eye and denture geometry to Fianna’s head scan using Topo Transfer’s geometry constraints.
Example: Another example of using Topo Transfer with source geometry consisting of multiple islands. Here the source geometry (left) is composed of two seperate meshes, the head and the cloth. The result (right) is the transfer of the target geometry to the head mesh while deforming the cloth geometry relative to changes on the head mesh.

Note

When Enable Geometry Constraints is active, the Reduction Factor allows only an initial percentage for the start of the range because, in this case, no polygonal reduction is used at the end of the range.

Note

The automatic Constraint Selection will simply assume the island with the largest point count is the main geometry. When this is not the case, the main geometry must be specified manually.

Parameters

Geometry Constraints

Enable Geometry Constraints

Enables a constraint on ancillary geometry during the solve.

Constraint Selection

Sets the main geometry component for constraining additional geometry. This parameter provides a choice of manually specifying the main geometry or letting the node automatically determine the main geometry. Manually specifying the geometry is conveyed as a set of primitive groups using the drop-down list and/or using the geometry select tool.

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 Factor 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.

Reduced Levels not dividing evenly into Iterations

Reduction Factor

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

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

For example, a Reduction Factor of 0.1 (first) and 0.9 (last) means that the Reduction Factor 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.

Setting the final percentage to 1.0 performs the final iterations on the whole mesh and ensures that the landmark pairs are aligned as close as possible.

Reduction Factor for each Reduced Level when the Reduced Levels evenly divide the number of Iterations
Reduction Factor for each Reduced Level when the Reduced Levels do not evenly divide the number of Iterations

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 Mask

Specifies the source mesh rigid weights for each point as a percentage of exclusion from the shape correspondence component during the deformation process.

Mask Mode

Enables/disables the rigid mask parameter.

Mask Tolerance

An absolute tolerance value applied during numerical comparisons with rgid mask values.

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.

Source Point Coordinates

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

This field lists the world space coordinates of the source 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 LMB-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 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 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.

Examples

TopoTransferBasic Example for Topo Transfer geometry node

This example demonstrates how to use the Topo Transfer node with some example scan data.

See also

Geometry nodes

  • Adapt to Terrain

    Adapts a character’s skeleton to conform to terrain.

  • Adaptive Prune

    Removes elements while trying to maintain the overall appearance.

  • Add

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

  • Agent

    Creates agent primitives.

  • Agent Animation Unpack

    Extracts animation or MotionClips from an agent primitive.

  • Agent Character Unpack

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

  • Agent Clip

    Adds new clips to agent primitives.

  • Agent Clip Properties

    Defines how agents' animation clips should be played back.

  • Agent Clip Transition Graph

    Creates geometry describing possible transitions between animation clips.

  • Agent Collision Layer

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

  • Agent Configure Joints

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

  • Agent Constraint Network

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

  • Agent Definition Cache

    Writes agent definition files to disk.

  • Agent Edit

    Edits properties of agent primitives.

  • Agent Layer

    Adds new shapes and layers to an agent primitive.

  • Agent Look At

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

  • Agent Metadata

    Adds custom data to an agent definition.

  • Agent Pose from Rig

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

  • Agent Prep

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

  • Agent Proxy

    Provides simple proxy geometry for an agent.

  • Agent Relationship

    Creates parent-child relationships between agents.

  • Agent Terrain Adaptation

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

  • Agent Transform Group

    Adds new transform groups to agent primitives.

  • Agent Unpack

    Extracts geometry from agent primitives.

  • Agent Vellum Unpack

    Extracts geometry from agent primitives for a Vellum simulation.

  • Agent from Rig

    Creates an agent primitive from a geometry skeleton.

  • Alembic

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

  • Alembic Group

    Creates a geometry group for Alembic primitives.

  • Alembic Primitive

    Modifies intrinsic properties of Alembic primitives.

  • Alembic ROP output driver

  • Assemble

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

  • Attach Joint Geometry

    Creates control geometry for SOP-based KineFX rigs.

  • Attribute Adjust Color

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

  • Attribute Adjust Dictionary

    Modifies dictionary attribute values.

  • Attribute Adjust Float

    Modifies floating point attribute values on the incoming geometry.

  • Attribute Adjust Integer

    Modifies integer attribute values on the incoming geometry.

  • Attribute Adjust Vector

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

  • Attribute Blur

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

  • Attribute Cast

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

  • Attribute Combine

    Combines multiple attributes within one geometry into a new attribute.

  • Attribute Composite

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

  • Attribute Copy

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

  • Attribute Create

    Adds or edits user defined attributes.

  • Attribute Delete

    Deletes point and primitive attributes.

  • Attribute Expression

    Allows simple VEX expressions to modify attributes.

  • Attribute Fade

    Fades a point attribute in and out over time.

  • Attribute Fill

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

  • Attribute From Pieces

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

  • Attribute Interpolate

    Interpolates attributes within primitives or based on explicit weights.

  • Attribute Mirror

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

  • Attribute Noise

    Adds or generates noise in geometry attributes.

  • Attribute Paint

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

  • Attribute Promote

    Promotes or demotes attributes from one geometry level to another.

  • Attribute Randomize

    Generates random attribute values of various distributions.

  • Attribute Remap

    Fits an attribute’s values to a new range.

  • Attribute Rename

    Renames or deletes point and primitive attributes.

  • Attribute Reorient

    Modifies point attributes based on differences between two models.

  • Attribute String Edit

    Edits string attribute values.

  • Attribute Swap

    Copies, moves, or swaps the contents of attributes.

  • Attribute Transfer

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

  • Attribute Transfer by UV

    Transfers attributes between two geometries based on UV proximity.

  • Attribute Transform Compute

    Computes transform matrices using vector and matrix point attributes.

  • Attribute Transform Extract

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

  • Attribute VOP

    Runs a VOP network to modify geometry attributes.

  • Attribute Wrangle

    Runs a VEX snippet to modify attribute values.

  • Attribute from Map

    Samples texture map information to a point attribute.

  • Attribute from Parameters

    Creates a dictionary attribute filled with parameter values.

  • Attribute from Volume

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

  • Bake ODE

    Converts primitives for ODE and Bullet solvers.

  • Bake Volume

    Computes lighting values within volume primitives

  • Ballistic Path

    Generates ballistic projectile paths from the incoming points.

  • Bend

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

  • Blast

    Deletes primitives, points, edges or breakpoints.

  • Blend Shapes

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

  • Block Begin

    The start of a looping block.

  • Block Begin Compile

    The start of a compile block.

  • Block End

    The end/output of a looping block.

  • Block End Compile

    The end/output of a compile block.

  • Bone Capture

    Supports Bone Deform by assigning capture weights to bones.

  • Bone Capture Biharmonic

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

  • Bone Capture Lines

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

  • Bone Capture Proximity

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

  • Bone Deform

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

  • Bone Link

    Creates default geometry for Bone objects.

  • Boolean

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

  • Boolean Fracture

    Fractures the input geometry using cutting surfaces.

  • Bound

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

  • Box

    Creates a cube or six-sided rectangular box.

  • Bulge

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

  • COP2 Network

    Imports 2d geometry from a Composite network.

  • Cache

    Records and caches its input geometry for faster playback.

  • Cache If

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

  • Capture Attribute Pack

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

  • Capture Attribute Unpack

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

  • Capture Correct

    Adjusts capture regions and capture weights.

  • Capture Layer Paint

    Lets you paint capture attributes directly onto geometry.

  • Capture Mirror

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

  • Capture Override

    Overrides the capture weights on individual points.

  • Capture Packed Geometry

    Rigidly capture input packed geometry to a SOP skeleton.

  • Capture Region

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

  • Carve

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

  • Chain

    Repeats one or more pieces of geometry along a curve.

  • Channel

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

  • Character Blend Shapes

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

  • Character Blend Shapes Add

    Adds blend shapes to a character’s skin geometry.

  • Character Blend Shapes Extract

    Outputs one of a character mesh’s blend shapes.

  • Character I/O

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

  • Character Pack

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

  • Character Unpack

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

  • Circle

    Creates open or closed arcs, circles and ellipses.

  • Circle Spline

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

  • Circle from Edges

    Transforms selected geometry into a circle.

  • Clean

    Helps clean up dirty models.

  • Clip

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

  • Cloth Capture

    Captures low-res simulated cloth.

  • Cloth Deform

    Deforms geometry captured by the Cloth Capture SOP.

  • Cloud

    Creates a volume representation of source geometry.

  • Cloud Light

    Fills a volume with a diffuse light.

  • Cloud Noise

    Applies a cloud like noise to a Fog volume.

  • Cluster

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

  • Cluster Points

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

  • Collision Source

    Creates geometry and VDB volumes for use with DOPs collisions.

  • Color

    Adds color attributes to geometry.

  • Comb

    Adjust surface point normals by painting.

  • Compute Rig Pose

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

  • Compute Transform

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

  • Configure Clip Info

    Edits properties of a skeleton animation or motion clip.

  • Configure Joints

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

  • Configure Rig Vis

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

  • Connect Adjacent Pieces

    Creates lines between nearby pieces.

  • Connectivity

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

  • Control

    Creates simple geometry for use as control shapes.

  • Convert

    Converts geometry from one geometry type to another.

  • Convert HeightField

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

  • Convert Line

    Converts the input geometry into line segments.

  • Convert Meta

    Polygonizes metaball geometry.

  • Convert Tets

    Generates the oriented surface of a tetrahedron mesh.

  • Convert VDB

    Converts sparse volumes.

  • Convert VDB Points

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

  • Convert Volume

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

  • Convex Decomposition

    Decomposes the input geometry into approximate convex segments.

  • Copy and Transform

    Copies geometry and applies transformations to the copies.

  • Copy to Curves

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

  • Copy to Points

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

  • Crease

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

  • Cross Section Surface

    Creates a surface around cross sections.

  • Crowd Assign Layers

    Assigns layers to a crowd to produce geometry variations.

  • Crowd Source

    Populates a crowd of agent primitives.

  • Curve

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

  • 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, pyro, or particle sources from separating fractured rigid body objects.

  • Deformation Wrangle

    Runs a VEX snippet to deform geometry.

  • Delete

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

  • Delete Joints

    Delete Joints on a SOP Rig.

  • DeltaMush

    Smooths out (or relaxes) point deformations.

  • Denoise AI

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

  • Detangle

    Attempts to prevent collisions when deforming geometry.

  • Dissolve

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

  • Distance Along Geometry

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

  • Distance from Geometry

    Measures distance between each point and a reference geometry.

  • Distance from Target

    Measures distance of each point from a target.

  • Divide

    Divides, smooths, and triangulates polygons.

  • 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 T-Pose

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

  • Extract Transform

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

  • Extrude

    Extrudes geometry along a normal.

  • Extrude Volume

    Extrudes surface geometry into a volume.

  • FBIK Configure Targets

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

  • FBX Animation Import

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

  • FBX Character Import

    Import a skinned character from an FBX file with animation.

  • FBX Skin Import

    Import skin geometry from an FBX file.

  • FEM 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.

  • Fiber Groom

    Defines the fiber direction vector for input solid muscle geometry.

  • Filament Advect

    Evolves polygonal curves as vortex filaments.

  • File

    Reads, writes, or caches geometry on disk.

  • File Cache

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

  • File Merge

    Reads and collates data from disk.

  • File Merge

    Reads and collates data from disk.

  • Filmbox FBX ROP output driver

  • Find Shortest Path

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

  • Fluid Compress

    Compresses the output of fluid simulations to decrease size on disk

  • Font

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

  • Force

    Uses a metaball to attract or repel points or springs.

  • Fractal

    Creates jagged mountain-like divisions of the input geometry.

  • Full Body IK

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

  • Fur

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

  • Fuse

    Merges or snaps points.

  • Geometry nodes

    Geometry nodes live inside Geo objects and generate geometry.

  • Glue Cluster

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

  • Grain Source

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

  • Graph Color

    Assigns a unique integer attribute to non-touching components.

  • Grid

    Creates planar geometry.

  • Groom Blend

    Blends the guides and skin of two grooms.

  • Groom Fetch

    Fetches groom data from grooming objects.

  • Groom Pack

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

  • Groom Switch

    Switches between all components of two groom streams.

  • Groom Unpack

    Unpacks the components of a groom from a packed groom.

  • Group

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

  • Group Combine

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

  • Group Copy

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

  • Group Delete

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

  • Group Expand

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

  • Group Expression

    Runs VEX expressions to modify group membership.

  • Group Find Path

    Constructs groups for paths between elements.

  • Group Joints

    Group Joints on a SOP Rig.

  • Group Paint

    Sets group membership interactively by painting.

  • Group Promote

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

  • Group Range

    Groups points and primitives by ranges.

  • Group Rename

    Renames groups according to patterns.

  • Group Transfer

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

  • Group by Lasso

    Groups points and primitives by lasso.

  • Group from Attribute Boundary

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

  • Guide Advect

    Advects guide points through a velocity volume.

  • Guide Collide With VDB

    Resolves collisions of guide curves with VDB signed distance fields.

  • Guide Deform

    Deforms geometry with an animated skin and optionally guide curves.

  • Guide Groom

    Interactively creates and modifies guide curves.

  • Guide Group

    Creates standard primitive groups used by grooming tools.

  • Guide Initialize

    Quickly give hair guides some initial direction.

  • Guide Mask

    Creates masking attributes for other grooming operations.

  • Guide Partition

    Creates and prepares parting lines for use with hair generation.

  • Guide Process

    Modifies guide or hair using one or more operations.

  • Guide Skin Attribute Lookup

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

  • Guide Tangent Space

    Constructs a coherent tangent space along a curve.

  • Guide Transfer

    Transfer hair guides between geometries.

  • Hair Card Generate

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

  • Hair Clump

    Clumps guide curves together.

  • Hair Generate

    Generates hair on a surface or from points.

  • Hair Growth Field

    Generates a velocity field based on stroke primitives.

  • 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 Properties

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

  • HeightField Mask by Feature

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

  • HeightField Mask by Object

    Creates a mask based some other geometry.

  • HeightField Mask by Occlusion

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

  • HeightField Noise

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

  • HeightField Output

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

  • HeightField Paint

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

  • HeightField Patch

    Patches features from one heightfield to another.

  • HeightField Pattern

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

  • HeightField Project

    Projects 3D geometry into a height field.

  • HeightField Quick Shade

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

  • HeightField Remap

    Remaps the values in a height field or mask layer.

  • HeightField Resample

    Changes the resolution of a height field.

  • HeightField Scatter

    Scatters points across the surface of a height field.

  • HeightField Slump

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

  • HeightField Terrace

    Creates stepped plains from slopes in the terrain.

  • HeightField Tile Splice

    Stitches height field tiles back together.

  • HeightField Tile Split

    Splits a height field volume into rows and columns.

  • HeightField Transform

    Height field specific scales and offsets.

  • HeightField Visualize

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

  • Hole

    Makes holes in surfaces.

  • IK Chains

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

  • Inflate

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

  • Instance

    Instances Geometry on Points.

  • Intersection Analysis

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

  • Intersection Stitch

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

  • Invoke Compiled Block

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

  • Invoke Graph

    Processes its inputs using operations defined by a geometry graph.

  • IsoOffset

    Builds an offset surface from geometry.

  • 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.

  • Joint Capture Biharmonic

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

  • Joint Capture Proximity

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

  • Joint Deform

    Perform skin deformation from KineFX skeleton animation.

  • Knife

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

  • L-System

    Creates fractal geometry from the recursive application of simple rules.

  • LOP Import

  • Labs 2D WaveFunctionCollapse

    The main WFC node: The solver.

  • Labs AV Analyze Images

    Match all features between candidate image pairs using Alicevision.

  • Labs AV Analyze Images

    Match all features between candidate image pairs using Alicevision.

  • Labs AV Analyze Images

    Match all features between candidate image pairs using Alicevision.

  • Labs AV Depth Map

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

  • Labs AV Depth Map

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

  • Labs AV Depth Map

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

  • Labs AV Initialize

    Configure which images to process using Alicevision.

  • Labs AV Initialize

    Configure which images to process using Alicevision.

  • Labs AV Initialize

    Configure which images to process using Alicevision.

  • Labs AV Meshing

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

  • Labs AV Meshing

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

  • Labs AV Meshing

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

  • Labs AV Photogrammetry

    The complete Alicevision photogrammetry pipeline.

  • Labs AV Photogrammetry

    The complete Alicevision photogrammetry pipeline.

  • Labs AV Photogrammetry

    The complete Alicevision photogrammetry pipeline.

  • Labs AV Structure from Motions

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

  • Labs AV Structure from Motions

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

  • Labs AV Structure from Motions

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

  • Labs AV Texturing

    Texture the generated mesh using Alicevision.

  • Labs AV Texturing

    Texture the generated mesh using Alicevision.

  • Labs AV Texturing

    Texture the generated mesh using Alicevision.

  • Labs Align and Distribute

    Spread a collection of shapes along an axis or grid.

  • Labs Attribute Value Replace

    Allows you to replace attribute values with others.

  • Labs Auto UV

    Automatically Generates UV Attributes

  • Labs Automatic Trim Texture

    Automatic Trim Texturing node.

  • Labs Axis Align

    Aligns Objects based on the Bounding Box

  • Labs Boolean Curve

    Does a boolean on a polycurve.

  • Labs Box Clip

    Clip geometry to a resizable box region.

  • Labs Boxcutter

    Viewport interactive boolean for hardsurface modeling.

  • Labs Building Generator

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

  • Labs Building Generator Utility

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

  • Labs CSV Exporter

    Export geometry attibutes to a CSV file.

  • Labs Cable Generator

    Given a curve that represents the high 'pin' points and low 'sag' points of a cable, this sop will generate sagging cables, with user definable cable count, shape, colour.

  • Labs Calculate Occlusion

    Vertex Based Ambient Occlusion Calculation

  • Labs Calculate Slope

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

  • Labs Calculate Thickness

    Vertex Based Thickness Calculation

  • Labs Calculate UV Distortion

    Calculate UV distortion of a piece of geometry

  • Labs Color Adjustment

    Several Common Adjustment Operations on Vertex Colors

  • Labs Color Blend

    Blends Color data on 2 separate meshes based on common algorithms

  • Labs Color Gradient

    Generates a Vertex Color Gradient on a mesh

  • Labs Coord Swizzle Quaternion

    Swizzles Quaternions in order to change rotation spaces

  • Labs Coord Swizzle Vector

    Reorders Vector Components

  • Labs Curve Branches

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

  • Labs Curve Sweep

    Sweep a profile along input curves, with simple controls for profile type, width, and twist behavior.

  • Labs Cylinder Generator

    Create a tube from a curve, with uv’s and normals.

  • Labs Decal Projector

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

  • Labs Delete Small Parts

    Removes pieces based on connectivity and size

  • Labs Delight

    Remove light and shadow variation from photogrammetry textures.

  • Labs Dem Bones Skinning Converter

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

  • Labs Destruction Cleanup

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

  • Labs Detail Mesh

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

  • Labs Dirt Skirt

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

  • Labs Disc Generator

    Create a polygon disc with uv’s and normals

  • Labs Dissolve Flat Edges

    Remove edges on flat surfaces.

  • Labs Dissolve Flat Edges

    Remove edges on flat surfaces.

  • Labs Distance From Border

    Calculates the distance for each point from the nearest unshared edge

  • Labs Edge Color

    Color sharp edges on geometry

  • Labs Edge Damage

    Adding procedural damage on inputs

  • Labs Edge Damage

    Adding procedural damage on inputs

  • Labs Edge Group To Curve

    Converts an Edge Group to a Poly Curve

  • Labs Edge Group To Curve

    Converts an Edge Group to a Poly Curve

  • Labs Edge Smooth

    Smooth an edge-group found in input geometry.

  • Labs Export UV Wireframe

    Allows you to export the UV wireframe for texturing

  • Labs Extract Borders

    Extract curves from Meshes

  • Labs Extract Filename

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

  • Labs Extract Silhouette

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

  • Labs FBX Archive Import

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

  • Labs Flowmap

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

  • Labs Flowmap Obstacle

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

  • Labs Flowmap Shader

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

  • Labs Flowmap Visualize

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

  • Labs Flowmap to Color

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

  • Labs Gaea Tor Processor

    Runs Gaea .TOR files from inside Houdini.

  • Labs Gaea Tor Processor

  • Labs GameRes

    Full Pipeline Node to Take High Res Models to Low Res

  • Labs Games Baker

    Generate Textures based on a High Poly to Low Poly match

  • Labs Gas Expand from Temperature

    Creates divergence from temperature change.

  • Labs Gas Flamefront

    A simple flamefront combustion model.

  • Labs GoZ Import

    Sends Houdini Mesh data automatically to Zbrush

  • Labs GoZ Import

    Contains GoZ data sent from Zbrush

  • Labs Group Attribute Borders

    Creates an Edge Group at the boundaries of an attribute

  • Labs Group By Color

    Creates a group based on Point Colors

  • Labs Group Curve Corners

    Creates Groups for Inside and Outside corner points

  • Labs Group Edge Loop

    Converts an Edge Group to the respective loops

  • Labs Group Expand

    Grows or Shrinks a Group Selection

  • Labs Group UV Borders

    Creates an Edge Group at the boundaries of the UV attribute

  • Labs Group by Attribute

    Converts Attributes to Groups

  • Labs Group by Measure

    Allows for grouping geometry based on properties that can be measured

  • Labs Guide Flowmap

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

  • Labs HF Combine Masks

    Simplifies the process of blending masks together in Heightfields

  • Labs HF Insert Mask

    Allows you to insert a layer from another heightfield.

  • Labs Houdini Icon

    Geometric representation for Houdini icon

  • Labs Impostor Camera Rig

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

  • Labs Impostor Texture

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

  • Labs Inside Face UVs

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

  • Labs Inside Face UVs

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

  • Labs Instant Meshes

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

  • Labs Instant Meshes

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

  • Labs LOD Create

    The LOD Create SOP allows for easy LOD generation.

  • Labs LOD Hierarchy

    Create and export an LOD Hierarchy as FBX

  • Labs Lightning

    Generate lightning effect around meshes

  • Labs Lot Subdivision

    Divide polygons into panels

  • Labs Make Loop

    Takes a mesh or volume that is animated and loops them

  • Labs Make Loop

    Takes a mesh or volume that is animated and loops them

  • Labs Make Loop

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

  • Labs MapBox

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

  • Labs MapBox

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

  • Labs Maps Baker

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

  • Labs Maps Baker

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

  • Labs Mark Seams

    Interactive Stashing of Edge Selections

  • Labs MatCap Shader

    Apply a 'matcap' image to give the appearance of high quality shading at realtime framerates.

  • Labs Material to Override

    Generates material_override attributes per primitive based on the assigned material.

  • Labs Measure Curvature

    Generates Point Colors based on the Curvature of the Model

  • Labs Measure Curvature

    Generates Point Colors based on the Curvature of the Model

  • Labs Merge Small Islands

    Consolidates Small UV Islands into Larger Neighbors

  • Labs Mesh Sharpen

    Sharpens the geometry based on curvature

  • Labs Mesh Slice

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

  • Labs Mesh Tiler

    Quickly tile geometry on a planar surface.

  • Labs Mesh Tiler

    Makes disconnected geometry lying on a plane tileable.

  • Labs Mesh Tiler

    Makes packed geometry lying on a plane tileable.

  • Labs Min Max Average

    Multiple Min/Max/Average Analysis in a single node

  • Labs Motionvector Shader

    Viewport shader for motion vector textures

  • Labs Multi Bounding Box

    Generate Several Bounding Boxes For the Input Mesh

  • Labs Multi File

    Load several Geometry files at once

  • Labs Name from Capture Weight

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

  • Labs Neuron Mocap

    Allows for streaming mocap data from Axis Studio

  • Labs Niagara ROP

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

  • Labs OBJ Importer

    Import an OBJ File including its materials and textures.

  • Labs OSM Buildings

    Generate Buildings from OSM Data

  • Labs OSM Filter

    Isolates Specific OSM Data Layers

  • Labs OSM Import

    Imports Open Street Map Data

  • Labs PBR Shader

    Physically Based Viewport Shader

  • Labs PDG Work-Item Import

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

  • Labs Path Deform

    Deform geometry along a curve.

  • Labs Physics Painter

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

  • Labs Pick and Place

    Allows you to interactively place individual objects in a scene.

  • Labs PolyDeform

    Warps a source mesh to match the shape of a target

  • Labs PolySlice

    Slice polygons into polygons or polylines

  • Labs Procedural Smoke

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

  • Labs Progressive Resample

    Resamples a curve progressively based on an attribute

  • Labs Pyro Preview ROP

    A mantra wrapper for previewing pyro renders.

  • Labs Quadrangulate

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

  • Labs Quadrangulate

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

  • Labs Quadrangulate

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

  • Labs Quick Basic Tree

    Creates a quick basic tree

  • Labs Quick Material

    The QuickMaterial sop is a convenience tool that allows you to very easily set up PBR materials.

  • Labs Quick Material

    The QuickMaterial sop is a convenience tool that allows you to very easily set up PBR materials.

  • Labs RBD Director

    A simplified controller for rbd bullet objects to be used with the Labs rbd solver.

  • Labs RBD Edge Strip

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

  • Labs RBD to FBX

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

  • Labs RBD to FBX

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

  • Labs RC Register Images

    Utility node for the RealityCapture tools.

  • Labs Random Selection

    Randomly selects a subset of input points or primitives.

  • Labs Remove Inside Faces

    This tool removes inside faces for objects that are intersecting.

  • Labs Remove UV Distortion

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

  • Labs Repair

    Quickly Spot Heal a Mesh

  • Labs Rizom Bridge

    Enables the use of Rizom UV within Houdini

  • Labs Road Generator

    Generate roads from curves or OSM data

  • Labs Rokoko Mocap

    Allows for streaming mocap data from Rokoko Studio

  • Labs SciFi Panels

    Example HDA from the Rebirth Project to generate Sci Fi Panneling

  • Labs Simple Baker

    SOP Based Baking of Texture Maps

  • Labs Simple Retime

    Simple Interface to Change the Timing of an animation

  • Labs Simple Rope Wrap

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

  • Labs Sine Wave

    Deforms a mesh based on a sine wave curve

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Skinning Converter

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

  • Labs Skinning Converter

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

  • Labs Snow Buildup

    Adds geometry to an input mesh that mimics snow buildup

  • Labs Soften Normals

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

  • Labs Sphere Generator

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

  • Labs Spiral

    Creates a spiral curve

  • Labs Splatter

    Creates a POP Fluid simulation setup for splattering.

  • Labs Split Primitives by Normal

    Split primitives into separate outputs based on normals

  • Labs Star

    Create a simple star primitive.

  • Labs Static Fracture Export

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

  • Labs Straight Skeleton 2D

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

  • Labs Straight Skeleton 3D

    Generates a curve based on the internal structure of a mesh

  • Labs Straighten

    Orients a mesh based on UP and FRONT groups

  • Labs Substance Material

    Loads a Substance Archive and assigns it as a material

  • Labs Sweep Geometry

    Sweeps geometry along a curve.

  • Labs Symmetrize

    Clips and mirrors geometry along an axis.

  • Labs Terrain Layer Export

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

  • Labs Terrain Layer Import

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

  • Labs Terrain Mesh ROP

    The Terrain Segment SOP allows you to convert the plugged in heightfield into geometry.

  • Labs Terrain Mesh ROP

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

  • Labs Terrain Texture ROP

    The Terrain Texture rop SOP renders image data from a heightfield.

  • Labs Terrain Texture ROP

    The Terrain Texture Output renders image data from a heightfield.

  • Labs Test Geometry: Luiz

    A scan of Luiz Kruel

  • Labs Test Geometry: Paul

    A scan of Paul Ambrosiussen

  • Labs Texel Density

    Calculates and corrects texel density of an asset.

  • Labs Thicken

    Extrudes a mesh along it’s averaged normals

  • Labs Thicken

    Extrudes a mesh along it’s averaged normals

  • Labs Trace PSD File

    Generates Curves from Photoshop File Layers

  • Labs Tree Branch Generator

    Generates tree branches

  • Labs Tree Branch Placer

    Manually place tree branches

  • Labs Tree Controller

    Controls other tree nodes

  • Labs Tree Leaf Generator

    Generates leaves on branches

  • Labs Tree Simple Leaf

    Simple leaf generator for visualization purposes

  • Labs Tree Trunk Generator

    Generates a tree trunk

  • Labs Trim Texture

    Interactive version of the Trim Texture node.

  • Labs Trim Texture Utility

    Helps preparing trim texture geometry for a Trim Texture workflow

  • Labs Triplanar Displace

    Displacing geometry based on a triplanar projection

  • Labs Turntable

    Rotates the input geometry around itself based on the timeline

  • Labs UV Transfer

    Transfer uv’s between a source and target geometry.

  • Labs UV Unitize

    Converts every primitive to 0-1 UVs

  • Labs UV Visualize

    Different methods of visualizing UV Data

  • Labs Unreal Pivot Painter

    Pivot Painter is a SOP that stores model pivot and rotation information in the model’s vertex data and additional UV channels.

  • Labs Unreal Pivot Painter

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

  • Labs Unreal Pivot Painter

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

  • Labs Unreal Worldcomposition Prepare

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

  • Labs Vector Field Export

    Export a vector field, compatible with Unreal Engine.

  • Labs VolumeTexture Export

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

  • Labs Voxel Mesh

    Convert a Polygon Mesh into a Volume and back into Polygons

  • Labs Voxel Mesh

    Convert a Polygon Mesh into a Volume and back into Polygons

  • Labs WFC Initialize Grid

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

  • Labs WFC Initialize Grid

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

  • Labs Wang Tiles Decoder

    A decoder that decodes color information into Wang Tilesets.

  • Labs Wang Tiles Sample

    Sample tiles that can be used as Wang Tilesets.

  • Labs XYZ Pointcloud Exporter

    Export a pointcloud to XYZ file.

  • Lattice

    Deforms geometry based on how you reshape control geometry.

  • Lattice from Volume

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

  • Lidar Import

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

  • Line

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

  • MDD

    Animates points using an MDD file.

  • Magnet

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

  • Map Points

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

  • Mask by Feature

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

  • Match Axis

    Aligns the input geometry to a specific axis.

  • Match Size

    Resizes and recenters the 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.

  • Merge Packed

    Merges and names geometry from its inputs.

  • MetaGroups

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

  • Metaball

    Creates metaballs and meta-superquadric surfaces.

  • Mirror

    Duplicates and mirrors geometry across a mirror plane.

  • Mocap Import

    Parses and imports motion capture data as geometry.

  • Mocap Stream

    This SOP outputs live motion capture data from various devices

  • MotionClip

    Converts a skeleton animation to a MotionClip

  • MotionClip Blend

    Blends the animation of one MotionClip on top of another

  • MotionClip Cycle

    Smoothly loops a section of a MotionClip

  • MotionClip Evaluate

    Evaluates a single frame of a MotionClip

  • MotionClip Extract

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

  • MotionClip Extract Key Poses

    Identifies the key poses of an animation

  • MotionClip Extract Locomotion

    Extracts the locomotion from a MotionClip and manages its representation.

  • MotionClip Pose Delete

    Removes the specified 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

  • Muscle Constraint Properties Vellum

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

  • Muscle Flex

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

  • Muscle ID

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

  • Muscle Mirror

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

  • Muscle Paint

    A stroke-based paint tool for modifying muscle attributes.

  • Muscle Preroll

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

  • Muscle Properties

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

  • Muscle Solidify

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

  • Muscle Solver Vellum

    Computes the dynamics simulation for the muscle pass using Vellum.

  • Muscle Tension Lines

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

  • Name

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

  • Normal

    Computes surface normal attribute.

  • Null

    Does nothing.

  • Object Merge

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

  • Ocean Evaluate

    Deforms input geometry based on ocean spectrum volumes.

  • Ocean Foam

    Generates particle-based foam

  • Ocean Source

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

  • Ocean Spectrum

    Generates volumes containing information for simulating ocean waves.

  • Ocean Waves

    Instances individual waveforms onto input points and generated points.

  • OpenCL

    Executes an OpenCL kernel on geometry.

  • Orient (layout brush)

    Turns the assets you brush over toward a certain direction.

  • Orient Joints

    Orient Joints on a target skeleton.

  • Orientation Along Curve

    Computes orientations (frames) along curves.

  • Output

    Marks the output of a sub-network.

  • Pack

    Packs geometry into an embedded primitive.

  • Pack Inject

    Replaces the contents of Packed Primitives in-place.

  • Pack Points

    Packs points into a tiled grid of packed primitives.

  • Packed Disk Edit

    Editing Packed Disk Primitives.

  • Packed 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

  • Parent Joints

    Parent Joints on a target skeleton.

  • Particle Fluid Surface

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

  • Particle Fluid Tank

    Creates a set of regular points filling a tank.

  • Particle Trail

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

  • 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.

  • Pyro Bake Volume

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

  • Pyro Burst Source

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

  • Pyro Post-Process

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

  • Pyro Scatter from Burst

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

  • Pyro Solver

    Runs a dynamic Pyro simulation.

  • Pyro Source

    Creates points for sourcing pyro and smoke simulations.

  • Pyro Source 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 Deforming to Animated

    Converts deforming geometry to animated static packed objects.

  • RBD Disconnected Faces

    Detects when connected faces have become separated.

  • RBD Exploded View

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

  • RBD Guide Setup

    Sets attributes on packed fragments for the RBD Guide DOP.

  • RBD I/O

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

  • RBD Interior Detail

    Creates additional detail on the interior surfaces of fractured geometry.

  • RBD 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 GLTF Character Output

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

  • ROP Geometry Output

  • Ragdoll Collision Shapes

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

  • Ragdoll Constraints

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

  • Ragdoll Solver

    Runs a ragdoll RBD simulation on the target skeleton.

  • Rails

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

  • Ray

    Projects one surface onto another.

  • Refine

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

  • Reguide

    Scatters new guides, interpolating the properties of existing guides.

  • Remesh

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

  • Remesh to Grid

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

  • Repack

    Repacks geometry as an embedded primitive.

  • Resample

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

  • Rest Position

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

  • Retime

    Retimes the time-dependent input geometry.

  • Reverse

    Reverses or cycles the vertex order of faces.

  • Reverse Foot

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

  • Revolve

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

  • Rewire Vertices

    Rewires vertices to different points specified by an attribute.

  • Rig Attribute VOP

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

  • Rig Attribute Wrangle

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

  • Rig Copy Transforms

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

  • Rig Doctor

    Optimize and run checks on a SOP skeleton

  • Rig Match Pose

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

  • Rig Mirror Pose

    Mirror a SOP skeleton’s pose.

  • Rig Pose

    Pose and animate a SOP rig or skeleton.

  • Rig Python

    Runs a Python snippet to modify the incoming rig geometry.

  • Rig Stash Pose

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

  • Ripple

    Generates ripples by displacing points along the up direction specified.

  • Ripple

    Generates ripples by displacing points along the up direction specified.

  • Scale (layout brush)

    Applies a scale to the assets you brush over.

  • Scatter

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

  • Scatter and Align

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

  • Scene Character Export

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

  • Scene Character Import

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

  • Script

    Runs scripts when cooked.

  • Sculpt

    Lets you interactively reshape a surface by brushing.

  • Secondary Motion

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

  • Sequence Blend

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

  • Set T-Pose

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

  • 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.

  • Skin Properties

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

  • Skin Solidify

    Converts surface geometry to a solid (tetrahedrons). The output geometry is prepared for solving with a tissue solver.

  • Skin Solver Vellum

    Computes the dynamics simulation for the skin pass using Vellum.

  • Sky

    Creates a sky filled with volumentric clouds

  • Smooth

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

  • 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.

  • Spline Align

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

  • Spline Basis

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

  • Spline Cap

    Closes open areas with flat or rounded coverings.

  • Spline Clay

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

  • Spline Creep

    Deforms and animates a piece of geometry across a surface.

  • Spline Curve Clay

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

  • Spline Fillet

    Creates smooth bridging geometry between two curves or surfaces.

  • Spline Fit

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

  • Spline Profile

    Extracts or manipulates profile curves.

  • Spline Project

    Creates profile curves on surfaces.

  • Spline Surfsect

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

  • Spline Trim

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

  • Split

    Splits primitives or points into two streams.

  • Spray Paint

    Spray paints random points onto a surface.

  • Sprite

    A SOP node that sets the sprite display for points.

  • Stabilize Joint

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

  • Starburst

    Insets points on polygonal faces.

  • Stash

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

  • Stitch

    Stretches two curves or surfaces to cover a smooth area.

  • Stroke

    Low level tool for building interactive assets.

  • Subdivide

    Subdivides polygons into smoother, higher-resolution polygons.

  • Subnetwork

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

  • Super Quad

    Generates an isoquadric surface.

  • Superformula Shapes

    This tool creates 2D shapes using the superformula equation.

  • 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.

  • Tissue Properties

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

  • Tissue Solidify

    Converts surface geometry to a solid (tetrahedrons). The output geometry is prepared for solving with a tissue solver.

  • Tissue Solver Vellum

    Computes the dynamics simulation for the tissue pass using Vellum.

  • Toon Shader Attributes

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

  • Topo Transfer

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

  • TopoBuild

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

  • Torus

    Creates a torus (doughnut) shaped surface.

  • Trace

    Traces curves from an image file or heightfield.

  • Trail

    Creates trails behind points.

  • Transform

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

  • Transform Axis

    Transforms the input geometry relative to a specific axis.

  • Transform By Attribute

    Transforms the input geometry by a point attribute.

  • Transform Pieces

    Transforms input geometry according to transformation attributes on template geometry.

  • Tri Bezier

    Creates a triangular Bezier surface.

  • TriDivide

    Refines triangular meshes using various metrics.

  • Triangulate 2D

    Connects points to form well-shaped triangles.

  • Tube

    Creates open or closed tubes, cones, or pyramids.

  • USD Animation Import

    Imports a skeleton and animation from a UsdSkel character.

  • USD Character Import

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

  • USD Configure

  • USD Import

  • USD Skin Import

    Imports skinned geometry from a UsdSkel character.

  • UV Autoseam

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

  • UV Brush

    Adjusts texture coordinates in the UV viewport by painting.

  • UV Edit

    Lets you interactively move UVs in the texture view.

  • UV Flatten

    Creates flattened pieces in texture space from 3D geometry.

  • UV Fuse

    Merges UVs.

  • UV Layout

    Packs UV islands efficiently into a limited area.

  • UV Pelt

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

  • UV Project

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

  • UV Quick Shade

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

  • UV Texture

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

  • UV Transform

    Transforms UV texture coordinates on the source geometry.

  • UV Unwrap

    Separates UVs into reasonably flat, non-overlapping groups.

  • Unix

    Processes geometry using an external program.

  • Unpack

    Unpacks packed primitives.

  • Unpack Points

    Unpacks points from packed primitives.

  • Unpack USD

    Converts packed USD primitives into normal Houdini geometry.

  • VDB

    Creates one or more empty/uniform VDB volume primitives.

  • VDB Activate

    Activates voxel regions of a VDB for further processing.

  • VDB Activate SDF

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

  • VDB Advect

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

  • VDB Advect Points

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

  • VDB Analysis

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

  • VDB Clip

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

  • VDB Combine

    Combines the values of two VDB volumes in various ways.

  • VDB Diagnostics

    Tests VDBs for Bad Values and Repairs.

  • VDB Extrapolate

    Extrapolate a VDB signed distance field.

  • VDB Fracture

    Cuts level set VDB volume primitives into multiple pieces.

  • VDB LOD

    Build an LOD Pyramid from a VDB.

  • VDB Merge

    Combines many VDB volumes in various ways.

  • VDB Morph SDF

    Blends between source and target SDF VDBs.

  • VDB Occlusion Mask

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

  • VDB Points Delete

    Deletes points inside of VDB Points primitives.

  • VDB Points Group

    Manipulates the Internal Groups of a VDB Points Primitive.

  • VDB Potential Flow

    Computes the steady-state air flow around VDB obstacles.

  • VDB Project Non-Divergent

    Removes divergence from a Vector VDB.

  • VDB Renormalize SDF

    Fixes signed distance fields stored in VDB volume primitives.

  • VDB Resample

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

  • VDB Reshape SDF

    Reshapes signed distance fields in VDB volume primitives.

  • VDB Segment by Connectivity

    Splits SDF VDBs into connected components.

  • VDB Smooth

    Smooths out the values in a VDB volume primitive.

  • VDB Smooth SDF

    Smooths out SDF values in a VDB volume primitive.

  • VDB Topology to SDF

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

  • VDB Vector Split

    Splits a vector VDB primitive into three scalar VDB primitives.

  • VDB Vector from Scalar

    Merges three scalar VDB into one vector VDB.

  • VDB Visualize Tree

    Replaces a VDB volume with geometry that visualizes its structure.

  • VDB from Particle Fluid

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

  • VDB from Particles

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

  • VDB from Polygons

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

  • VDB to Spheres

    Fills a VDB volume with adaptively-sized spheres.

  • Vellum Brush

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

  • Vellum Configure Grain

    Configures geometry for Vellum Grain constraints.

  • Vellum Constraint Properties

    Modifies common Vellum Constraint properties.

  • Vellum Constraints

    Configure constraints on geometry for the Vellum solvers.

  • Vellum Drape

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

  • Vellum I/O

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

  • Vellum Pack

    Packs Vellum geometry and constraints into a single geometry.

  • Vellum Post-Process

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

  • Vellum Reference Frame

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

  • Vellum Rest Blend

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

  • Vellum Solver

    Runs a dynamic Vellum simulation.

  • Vellum 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 adjust display options and attach visualizers to geometry.

  • Visualize Rig

    Visualize the transformations and parenting of a SOP skeleton

  • Volume

    Creates a volume primitive.

  • Volume Adjust Fog

    Modifies values on the incoming Volume and VDB primitives.

  • Volume Analysis

    Computes analytic properties of volumes.

  • Volume Arrival Time

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

  • Volume Blur

    Blurs the voxels of a volume.

  • Volume Bound

    Bounds voxel data.

  • Volume Break

    Cuts polygonal objects using a signed distance field volume.

  • Volume Combine

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

  • Volume Compress

    Re-compresses Volume Primitives.

  • Volume Convolve 3×3×3

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

  • Volume Deform

    Deform a volume using lattice points.

  • Volume FFT

    Compute the Fast Fourier Transform of volumes.

  • Volume Feather

    Feathers the edges of volumes.

  • Volume Merge

    Flattens many volumes into one volume.

  • Volume Mix

    Combines the scalar fields of volume primitives.

  • Volume Noise Fog

    Adds or generates noise in volume/VDB primitives.

  • Volume Noise SDF

    Adds or generates noise and displaces an SDF.

  • Volume Noise Vector

    Adds or generates noise in a Vector volume/VDB.

  • Volume Normalize Weights

    Ensure a set of volumes add up to one.

  • Volume Optical Flow

    Translates the motion between two image volumes into displacement vectors.

  • Volume Patch

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

  • Volume Ramp

    Remaps a volume according to a ramp.

  • Volume Rasterize

    Rasterizes into a volume.

  • Volume Rasterize Attributes

    Samples point attributes into VDBs.

  • Volume Rasterize Curve

    Converts a curve into a volume.

  • Volume Rasterize Hair

    Converts fur or hair to a volume for rendering.

  • Volume Rasterize Lattice

    Deform a volume using lattice points.

  • Volume Rasterize Particles

    Converts a point cloud into a volume.

  • Volume Rasterize Points

    Converts a point cloud into a volume.

  • Volume Reduce

    Reduces the values of a volume into a single number.

  • Volume Resample

    Resamples the voxels of a volume to a new resolution.

  • Volume Resize

    Resizes the bounds of a volume without changing voxels.

  • Volume SDF

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

  • Volume Slice

    Extracts 2d slices from volumes.

  • Volume Splice

    Splices overlapping volume primitives together.

  • Volume Stamp

    Stamps volumes instanced on points into a single target volume.

  • Volume Surface

    Adaptively surfaces a volume hierarchy with a regular triangle mesh.

  • Volume Trail

    Computes a trail of points through a velocity volume.

  • Volume VOP

    Runs CVEX on a set of volume primitives.

  • Volume Velocity

    Computes a velocity volume.

  • Volume Velocity from Curves

    Generates a volume velocity field using curve tangents.

  • Volume Velocity from Surface

    Generates a velocity field within a surface geometry.

  • Volume Visualization

    Adjusts attributes for multi-volume visualization.

  • Volume Wrangle

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

  • Volume from Attribute

    Sets the voxels of a volume from point attributes.

  • Voronoi Adjacency

    Create a line segment between points with adjacent Voronoi cells

  • Voronoi Fracture

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

  • Voronoi Fracture Points

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

  • Voronoi Split

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

  • Vortex Force Attributes

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

  • Whitewater Source

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

  • Winding Number

    Computes generalized winding number of surface at query points.

  • Wire Blend

    Morphs between curve shapes while maintaining curve length.

  • Wire Capture

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

  • Wire Deform

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

  • Wire Transfer

    Transfers the shape of one curve to another.

  • Wireframe

    Constructs polygonal tubes around polylines, creating renderable geometry.

  • _mkl_note

  • copy

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

  • glTF ROP output driver