See working with VOP nodes for information on VOP node features in the network editor.
Nodes ¶
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            Computes the absolute value of the argument. 
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            Outputs the sum of its inputs. 
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            Adds a new attribute. 
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            Adds the specified constant value to the incoming integer, float, vector or vector4 value. 
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            Adds a KineFX joint to the geometry. 
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            Adds points to the geometry. 
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            Adds the point specified to the group given. 
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            Adds primitives to the geometry. 
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            Multiply steerforce by steerweight attributes and normalize results by total steerweight. 
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            Adds vertices to the geometry. 
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            Layers a wind force onto a simulation. 
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            Advects a position by a set of volume primitives stored in a disk file. 
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            Returns all of the animation clips that have been loaded for an agent primitive. 
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            Returns the length (in seconds) of an agent’s animation clip. 
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            Returns an agent primitive’s current animation clips. 
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            Samples an agent’s animation clip at a specific time. 
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            Returns the sample rate of an agent’s animation clip. 
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            Returns the current times for an agent primitive’s animation clips. 
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            Returns the blend weights for an agent primitive’s animation clips. 
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            Converts transforms between local space and world space for an agent primitive. 
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            Returns the transform that each shape in an agent’s layer is bound to. 
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            Returns the names of the current layers or collision layers of an agent. 
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            Returns the names of the shapes referenced by an agent primitive’s layer. 
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            Returns all of the layers that have been loaded for an agent primitive. 
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            Returns the child transforms of a transform in an agent primitive’s rig. 
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            Finds the index of a transform in an agent primitive’s rig. 
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            Returns the parent transform of a transform in an agent primitive’s rig. 
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            Returns the number of transforms in an agent primitive’s rig. 
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            Returns the name of each transform in an agent primitive’s rig. 
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            Returns the current local or world space transforms of an agent primitive. 
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            Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors. 
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            Takes two values for alpha based on the surface orientation relative to the camera and blends between the two with a rolloff as the bias control, effectively removing the silhouettes of the geometry edges. 
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            Generates a color using ambient lighting model calculation. 
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            Performs a logical and operation between its inputs and returns 1 or 0. 
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            Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise. 
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            Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise. 
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            Adds an item to an array or string. 
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            Performs the atan2() function 
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            Checks whether a value exists in an array. 
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            Finds the first location of an item in an array or string. 
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            Finds all locations of an item in an array or string. 
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            Produces the length of an array. 
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            Computes attenuated falloff. 
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            Outputs the average of its inputs. 
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            Computes the average value of a vector argument. 
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            Tints a BSDF with separate control over colorization and luminance. 
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            Export shading for use in bake image planes 
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            Represents an attribute bound to VEX. 
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            Binds a KineFX point transform with a point index. 
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            Takes a float input as a bias to blend between three input regions. 
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            Blends between two KineFX transformation matrices. 
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            Marks the start of a code block. 
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            Marks the start of a for loop block. 
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            Marks the start of a for-each loop block. 
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            Marks the start of an if code block. 
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            Marks the end of a code block. 
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            Marks the end of a code block. 
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            Marks the end of a while code block. 
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            Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry. 
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            Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points. 
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            Generates repeating filtered squares. 
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            Generates a brick pattern based on the parametric s and t coordinates. 
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            Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction. 
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            A basic brushed metal shader. 
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            Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount. 
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            Compute a tangent-space normal map from a bump map 
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            Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns. 
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            Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns. 
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            Returns a pixel value in one of the 4 input COPs connected to the VEX COP. 
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            A node that implements a CVEX shader using its children VOPs. 
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            Simulates car paint with embedded metallic flakes and a coat layer. 
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            Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies. 
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            Returns the smallest integer greater than or equal to the argument. 
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            Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts. 
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            Computes 2D, anti-aliased cellular noise suitable for shading. 
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            Converts an unicode codepoint to a UTF8 string. 
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            Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates. 
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            Clamps the input data between the minimum and maximum values. 
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            Downcasts a generic (anonymous) co-shader object to a specific co-shader 
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            Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement. 
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            A powerful, highly flexible, generic surface shader with displacement. 
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            Generates 1D noise used for cloud noise generation. 
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            Collides the specified joint with the target geometry. 
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            Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color. 
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            Looks up a single sample of RGB or RGBA color from a disk image. 
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            Computes a blend (or a mix) of its two color inputs, and outputs the resulting color. 
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            Combines local and parent KineFX transforms with scale inheritance. 
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            Compares two values and returns true or false. 
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            Computes the complement of the argument by subtracting the argument from 1. 
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            Computes lighting using Physically Based Rendering. 
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            This node gives finer control over handling of the normal attribute in VOPs. 
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            Compute surface tangents in different ways. 
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            Outputs a physically correct reflection factor for conductive materials. 
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            Clamp the reflectivity of a bsdf to 1. 
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            Outputs a constant value of any VEX data type. 
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            Increases or decreases contrast for values at the bottom of the input range. 
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            Takes a single input of any data type. 
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            Performs a cosine function. 
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            Returns float between 0 and 1 which defines a crackle pattern useful for simulating the fine grain texture in skin or on a much larger scale dried mudflats. 
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            Creates a new point group with the name specified. 
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            Computes the cross product between two vectors, defined as the vector perpendicular to both input vectors. 
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            Creates divergence-free 3D noise using a curl function. 
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            Creates divergence-free 2D noise using a curl function. 
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            Computes surface curvature. 
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            Positions and orients KineFX points from a curve and a list of segment lengths. 
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            An OTL that performs composting of texture maps. 
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            Converts degrees to radians. 
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            Works on an image which was rendered as a z-depth image, returning the distance from the camera to the pixel (or plane) in question. 
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            Computes the determinant of a 4×4 or 3×3 matrix. 
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            Produces the keys of a dictionary. 
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            Produces the length of a dictionary. 
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            Internal VOP used to compute direct lighting. 
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            Computes the direction to a KineFX joint’s child. 
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            Computes the direction to a KineFX joint’s parent 
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            Masks crevices or exposed edges 
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            Displaces surface position and modifies surface normals. 
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            Displaces the surface along the surface normal by a given amount. 
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            Modifies normals and/or positions based on a texture map. 
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            Returns the distance between two 3D or 4D points. 
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            Returns the closest distance between a point and a line segment defined by two end points. 
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            Outputs the result of dividing each input value by the next. 
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            Divides the incoming integer, float, vector or vector4 value by the specified constant value. 
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            Computes the dot product between two vectors. 
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            Outputs sanitized dual rest values based. 
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            Sanitizes dual rest attribute data for easier use. 
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            Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal. 
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            Returns a new surface normal (N) which has a slight fine grained bump on it. 
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            Result 1 if the string ends with the specified string. 
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            Sets the environment map (on an infinite sphere) and returns its color. 
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            Builds a quaternion with the given euler rotation. 
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            Computes the exponential function of the argument. 
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            Computes a local transform for a KineFX point using its and its parent’s world transforms. 
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            Extracts the translation, rotation, scale or shear component of a 4×4 transform matrix. 
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            Outputs and opacity value which can be used to approximate caustic lighting effects. 
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            Sends a ray from the position P along the direction specified by the direction D. 
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            Generates a 2D, fiber like cloud pattern. 
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            Provides a fallback value for a field/attribute if the field does not exist or the given field name is an empty string. 
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            Provides a fallback value for a field/attribute if the field does not exist or the given field name is an empty string. 
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            Find a point in an array and return the transforms in the corresponding arrays. 
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            Filters the input. 
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            Sends a ray from the position P along the direction specified by the direction D, a… 
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            Computes the anti-aliased weight of the step function. 
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            This function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t. 
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            Find a point on a given geometry and return its transforms. 
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            Takes the value in the source range and shifts it to the corresponding value in the destination range. 
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            Takes the value in the source range and shifts it to the corresponding value in the destination range. 
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            Converts a float value to an integer value. 
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            Converts sixteen floating-point values to a 4×4 matrix value. 
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            Converts four floating-point values to a matrix2 value. 
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            Converts nine floating-point values to a matrix3 value. 
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            Converts three floating-point values to a vector value. 
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            Converts two floating-point values to a vector2 value. 
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            Converts four floating-point values to a vector4 value. 
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            Generates a 2D, locks of wool like cloud pattern. 
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            Returns the largest integer less than or equal to the argument. 
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            Generates 1D and 3D Perlin Flow Noise from 3D and 4D data. 
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            Perform the same operation on an array of transforms. 
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            Computes the fractional component of the argument. 
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            Generates a 2D, ragged, broken up like cloud pattern. 
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            Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction. 
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            Transforms a position from normal device coordinates to the coordinates in the appropriate space. 
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            Transforms a position from normal device coordinates to the coordinates in the appropriate space. 
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            Converts polar coordinates to cartesian coordinates. 
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            Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I). 
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            Provides outputs representing commonly used input variables of fur guide shader network. 
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        Fur Guide Output Variables and Parameters Provides inputs representing the output variables of a fur guide shader network. 
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            Creates a set of hair-like curves across a surface at render time. 
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            Provides outputs representing commonly used input variables of fur skin shader network. 
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        Fur Skin Output Variables and Parameters Provides inputs representing the output variables of a fur skin shader network. 
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            Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave. 
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            Performs a fuzzy and operation between its inputs and returns a value between 0 and 1. 
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            Performs a defuzzify operation between its input fuzzy sets and returns a crisp value. 
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            Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node. 
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            Performs a fuzzify operation that calculates a fuzzy value given a membership function and an input crisp value. 
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            This operator performs a fuzzy not operation on an integer or float value. 
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            Detects obstacles in an agent’s field of view. 
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            Performs a fuzzy or operation between its inputs and returns a value between 0 and 1. 
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            Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays. 
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            Generates a random number fitting a Gaussian distribution. 
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            Generates a random number fitting a Gaussian distribution. 
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            Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth. 
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            Represents a shader. 
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        Geometry VOP Global Parameters Provides outputs that represent all the global variables for the Attribute VOP network types. 
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            Simple output variable for Geometry VOP Networks. 
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            Compute the reflectivity of a bsdf. 
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            Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP. 
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            Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP. 
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            Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP. 
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            Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP. 
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            Traverse the hierarchy from a given point and return their transforms. 
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            Gets a specified value from dictionary. 
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            Gets a specified element from array. 
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            Retrieve configuration values for the Physical Full-Body IK solver from point attributes. 
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            Return the computed center-of-mass for the given KineFX geometry. 
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            Computes a set of orthogonal axes centered at a KineFX joint. 
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            Obtains a value of the export variable added to the Shader Layer struct. 
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            Extracts a 4×4 matrix component. 
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            Extracts a 2×2 matrix3 component. 
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            Extracts a 3×3 matrix3 component. 
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            Gets the transform matrix of a named object in camera (current) space. 
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            Finds the parent of a joint within a KineFX skeleton. 
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            Gets the transformation of a joint’s parent within a KineFX skeleton. 
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            Returns a point transform for a given point index. 
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            Returns arrays of point transforms given an array of point IDs. 
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            Extracts a vector component. 
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            Extracts a vector2 component. 
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            Extracts a vector4 component. 
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            Evaluates a CHOP channel and return its value. 
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        Get a Channel or Parameter Value Evaluates a channel (or parameter) and return its value. 
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            Evaluates an OBJ node’s transform 
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            Generates anti-aliased gingham checks similar to a tablecloth pattern. 
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            Provides outputs that represent all the global variables for the current VOP network type. 
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            Returns the gradient of a single channel 3D texture image at a specified position within that image. 
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            Converts HSV color space to RGB color space. 
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            Generates a normal vector which always faces the camera, parallel to the incidence vector. 
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            A powerful, highly flexible, general model for hair/fur shading. 
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            Returns 1 if the specified input (0-3) is connected. 
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            Returns if a dictionary has a key. 
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            Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications. 
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        Houdini Engine Procedural: Curve Generate Cooks a SOP asset for each point in the source geometry and instances the generated curves onto the point. 
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        Houdini Engine Procedural: Point Generate Cooks a SOP asset for each point in the source geometry and instances the generated points onto the point. 
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            Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude. 
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            Positions and orients points from a root position, end effector position target, and twist position using KineFX Inverse Kinematics. 
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            Passes through the value of the first input if the first input is ultimately connected. 
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            Only available in Surface VOP networks. 
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        Image 3D Iso-Texture Procedural This procedural will generate an iso-surface from a 3D texture image (.i3d file). 
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            This procedural will generate a volume from a 3D texture image (.i3d file). 
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            Imports attribute data from the OP connected to the given input. 
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            Imports the value of the specified variable from a displacement shader and stores it in var. 
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            Imports the value of the specified variable from a light shader and stores it in var. 
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        Import Properties from OpenColorIO Imports a color space property from Open Color IO. 
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            Imports the value of the specified variable sent from a trace() function and stores it in var. 
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            Imports the value of the specified variable from a surface shader and stores it in var. 
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            Returns 1 if the point or primitive is in the group specified by the string. 
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            Internal VOP used to compute indirect lighting. 
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            Write VEX code that is put directly into your shader or operator definition. 
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            Inserts an item, array, or string into an array or string. 
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        Instance with Hscript Procedural Runs hscript for each point in the source geometry and instances the generated geometry to the point. 
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            Converts an integer value to a float value. 
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            Computes the intersection of a ray with geometry. 
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            Computes all the intersections of a ray with geometry. 
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            If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity). 
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            Computes the irradiance (the global illumination) at the point P with the normal N. 
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            Result 1 if all the characters in the string are alphabetic. 
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            Outputs 1 if the input is ultimately connected, otherwise it outputs 0. 
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            Result 1 if all the characters in the string are numeric. 
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            Returns 1 if the number is a normal number, ie, not infinite or NAN. 
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            Returns 1 if the shader is being evaluated from within a fog shader. 
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            Returns true if the normal of the surface is forward facing, and false if it isn’t. 
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            Returns 1 if the number is not a number. 
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            Returns 1 if the shader is being evaluated for shadow rays. 
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            Concatenate all the strings of an array inserting a common spacer. 
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            Gets the angle at the given joint in a KineFX skeleton. 
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            Generates partial derivatives of input0 variable over input1 
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            Creates a shading signal for output to an AOV, as well as the render vars. 
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            Generate a smooth roll-off between surface normal and the camera ray. 
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            A physically-based hair and fur material with medulla support 
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            A physically-based hair and fur material. 
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        Karma Hexagonal Tiling Texture Seamless texturing and normal mapping without visible repetitions based on provided UV coordinates. 
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        Karma Hexagonal Tiling Triplanar Seamless texturing and normal mapping without visible repetitions involving triplanar projections and based on P. 
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        Karma Light Filter Attenuation Karma Light Filter that controls how the light intensity/color changes over distance. 
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            Karma Light Filter that adds barndoors to a cone light. 
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            Karma Light Filter that adjusts the color, intensity, or diffuse/specular of a light source. 
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            Karma Light Filter that projects the light source through a texture. 
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            You can use this utility node in a light filter network to get the UV coordinates of the current ray in the light’s projection space. 
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            Apply Karma geometry properties via shaders. 
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            A physically-based hair and fur color definition. 
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            Transforms color spaces using Open Color IO. 
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            A pre-made lens shader implementation with controls for most common lens shader effects, such as bokeh, chromatic aberrations, and tilt/shift. 
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            The stripped down version of the physical lens. 
- 
        
            
        
        
        
            This node opens a point cloud file and searches for points around a source position then returns a value of geometry attribute imported from pointcloud 
- 
        
            
        
        
        
            Creates a color value used to control the emission component of volume shading used for fire. 
- 
        
            
        
        
        
            Creates emission to control the emission component of volume shading used for fire. 
- 
        
            
        
        
        
            Creates a color value used to control the emission component of volume shading used for explosions. 
- 
        
            
        
        
        
            Creates emission to control the emission component of volume shading used for explosions. 
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            Flexible, production-quality smoke, cloud, fire, and explosion shader. 
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            Creates a color value used to control the scattering and absorption component of volume shading. 
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            Creates a volume mask used for volume shading. 
- 
        
            
        
        
        
            Look up the color/float at a certain index in a ramp. 
- 
        
            
        
        
        
            Attenuate values based on bounces. 
- 
        
            
        
        
        
            Imports the value of the specified variable from Karma. 
- 
        
            
        
        
        
            Evaluate a color or an input based on ray-type. 
- 
        
            
        
        
        
            Generates an interior room map 
- 
        
            
        
        
        
            Creates a parallax projection of a room interior onto a flat plane 
- 
        
            
        
        
        
            Rotates world-space tangents for anisotropic shaders like brushed metal. 
- 
        
            
        
        
        
            This is the Karma UV rendering lens shader. 
- 
        
            
        
        
        
            Karma XPU compatible node for building MaterialX volume shader 
- 
        
            
        
        
        
            Generates Voronoi noise 
- 
        
            
        
        
        
            Generates Voronoi noise 
- 
        
            
        
        
        
            Karma XPU compatible node for building MaterialX-based basic whitewater shader 
- 
        
        
        
            Generates a color using the Lambert diffuse lighting model calculation. 
- 
        
        
        
            Combines two layers using standard compositing operations. 
- 
        
        
        
            Outputs a mix of the two input layers, blended using the alpha value. 
- 
        
        
        
            Creates a Layer from individual shading components. 
- 
        
        
        
            Unpacks the individual shading components from a layer. 
- 
        
            
        
        
        
            Computes the length of an array 
- 
        
            
        
        
        
            Computes the length of a 3D or 4D vector. 
- 
        
            
        
        
        
            A VOP that can generate different kinds of bokeh. 
- 
        
            
        
        
        
            A VOP that can generates the tint and index of refraction for chromatic aberration effects. 
- 
        
            
        
        
        
            A VOP that creates the jittered coordinates for Karma lens shaders. 
- 
        
            
        
        
        
            A VOP that generates the offsets required to distort a Karma lens shader. 
- 
        
            
        
        
        
            A VOP that generates the NDC coordinates with the OpenCV lens distortion model applied on a Karma lens shader. 
- 
        
            
        
        
        
            A VOP that generates the Karma lens shader inputs. 
- 
        
            
        
        
        
            A VOP that generates a time offset to simulate rolling shutter in digital lenses. 
- 
        
            
        
        
        
            A VOP that manipulates the time distribution of lens shutters. 
- 
        
            
        
        
        
            Performs a lighting model calculation to generate a color. 
- 
        
        
        
            Selectively clamps values to a minimum and/or maximum value. 
- 
        
            
        
        
        
            Computes the natural logarithm function of the argument. 
- 
        
            
        
        
        
            Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation. 
- 
        
            
        
        
        
            Applies a KineFX Look At constraint to a transform. 
- 
        
            
        
        
        
            Applies a KineFX Look At constraint to a transform. 
- 
        
            
        
        
        
            Computes the luminance of the RGB color specified by the input parameter. 
- 
        
            
        
        
        
            Builds a general 4×4 transform matrix derived from the standard copy/instance attributes 
- 
        
            
        
        
        
            Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space. 
- 
        
            
        
        
        
            Builds a general 4×4 transform matrix. 
- 
        
            
        
        
        
            Generates a Mandelbrot pattern. 
- 
        
            
        
        
        
            Creates a dictionary that maps one KineFX point to another. 
- 
        
            
        
        
        
            A Material Capture shader. 
- 
        
            
        
        
        
            A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties. 
- 
        
            
        
        
        
            Unpacks a 4×4 matrix into its sixteen components. 
- 
        
            
        
        
        
            Unpacks a 4×4 matrix into its rows. 
- 
        
            
        
        
        
            Unpacks a 2×2 matrix2 into its four components. 
- 
        
        
        
            Converts a 2×2 matrix to a 3×3 matrix. 
- 
        
        
        
            Converts a 2×2 matrix to a 4×4 matrix. 
- 
        
            
        
        
        
            Unpacks a 2×2 matrix into its rows. 
- 
        
            
        
        
        
            Unpacks a 3×3 matrix3 into its nine components. 
- 
        
        
        
            Converts a 3×3 matrix to a 2×2 matrix. 
- 
        
            
        
        
        
            Converts a matrix3, representing a rotation, to a quaternion representing the same rotation. 
- 
        
            
        
        
        
            Unpacks a 3×3 matrix into its rows. 
- 
        
        
        
            Converts a 4×4 matrix to a 2×2 matrix. 
- 
        
            
        
        
        
            Implements a matte shader that occludes geometry behind the surface being rendered. 
- 
        
            
        
        
        
            Computes the maximum value of a vector argument. 
- 
        
            
        
        
        
            Outputs the maximum value from its inputs. 
- 
        
            
        
        
        
            Takes a handle generated by the Meta-Loop Start operator and will import attributes… 
- 
        
            
        
        
        
            Takes a handle generated by the Meta-Loop Start operator and will iterate to the … 
- 
        
            
        
        
        
            Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified. 
- 
        
            
        
        
        
            Returns the value of the given point attribute at the specified position in the metaball field. 
- 
        
            
        
        
        
            Returns the density of the metaball field at the specified position. 
- 
        
            
        
        
        
            Transforms the specified position into the local space of the metaball. 
- 
        
            
        
        
        
            Returns the metaweight of the geometry at a given position. 
- 
        
            
        
        
        
            Returns true if the specified metadata exists. 
- 
        
            
        
        
        
            Returns metadata from one of the 4 input COPs connected to the VEX COP. 
- 
        
            
        
        
        
            Represents a method inside a class-based shader. 
- 
        
            
        
        
        
            Invokes a given method on a given struct or co-shader object. 
- 
        
            
        
        
        
            Represents a method argument list inside a class-based shader. 
- 
        
            
        
        
        
            Represents a method inside a class-based shader. 
- 
        
            
        
        
        
            Computes the minimum value of a vector argument. 
- 
        
            
        
        
        
            Outputs the minimum value from its inputs. 
- 
        
            
        
        
        
            Given a position in world space, returns the position of the closest point on a given geometry. 
- 
        
            
        
        
        
            Computes a blend (or a mix) of its input values using linear interpolation. 
- 
        
            
        
        
        
            Computes the modulo of two values. 
- 
        
            
        
        
        
            Constructs a VDF for pure light absorption. 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            Constructs a VDF scattering light for a participating medium. 
- 
        
            
        
        
        
            Returns the radiant emittance of a blackbody radiator with the given temperature. 
- 
        
            
        
        
        
            A BSDF node for Burley diffuse reflections. 
- 
        
            
        
        
        
            2D cellular noise 
- 
        
            
        
        
        
            Checkerboard pattern. 
- 
        
            
        
        MtlX Chiang Hair Absorption from Color Calculates hair absorption from a color. 
- 
        
            
        
        
        
            A BSDF node for Chiang hair shading model. 
- 
        
            
        
        
        
            Calculates hair roughness for R, TT and TRT component. 
- 
        
            
        
        
        
            A circle shape. 
- 
        
            
        
        
        
            Pattern of circles or rings. 
- 
        
            
        
        
        
            A cloverleaf shape. 
- 
        
            
        
        
        
            A reflection BSDF node based on a microfacet model and a Fresnel curve for conductors/metals. 
- 
        
            
        
        
        
            Increase or decrease contrast of incoming float/color values using a linear slope multiplier. 
- 
        
            
        
        
        
            A cross-hatch pattern. 
- 
        
            
        
        MtlX Deon Hair Absorption from Melanin Calculates hair absorption from melanin parameters. 
- 
        
            
        
        
        
            A reflection/transmission BSDF node based on a microfacet model and a Fresnel curve for dielectrics. 
- 
        
            
        
        
        
            A constructor node for the displacement shader. 
- 
        
            
        
        
        
            Measure distance between two points. 
- 
        
            
        
        
        
            Generate a smooth roll-off between two vectors. 
- 
        
            
        
        
        
            The fraction of a float or vector. 
- 
        
            
        
        
        
            Zero-centered 3D Fractal noise. 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A reflection/transmission BSDF node based on a microfacet model and a generalized Schlick Fresnel curve. 
- 
        
            
        
        
        
            A fresnel EDF. 
- 
        
            
        
        MtlX Geometry Property Value Uniform Reads uniform, non-varying asset path and string primvars. 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        MtlX Gltf Iridescence Thickness A new MaterialX Node 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
            
        
        
        
            A grid pattern. 
- 
        
            
        
        
        
            A hexagon shape. 
- 
        
            
        
        
        
            Adjust the hue, saturation and value of a color. 
- 
        
            
        
        
        
            Samples data from a single image, or from a layer within a multi-layer image. 
- 
        
            
        
        MtlX Lin Adobergb To Lin Rec709 A new MaterialX Node 
- 
        
            
        
        MtlX Lin Displayp3 To Lin Rec709 A new MaterialX Node 
- 
        
            
        
        
        
            A line shape. 
- 
        
            
        
        
        
            Output a grayscale luminance of a color. 
- 
        
            
        
        
        
            Constructs an EDF emitting light according to a measured IES light profile. 
- 
        
            
        
        
        
            3D Perlin noise. 
- 
        
            
        
        
        
            A physically-based uber-shader. 
- 
        
            
        
        
        
            A BSDF node for diffuse reflections. 
- 
        
            
        
        
        
            Texture sets for MtlX Standard Surface. 
- 
        
            
        
        
        
            Transform incoming UV texture coordinates for 2D texture placement. 
- 
        
            
        
        
        
            A ramp that supports up to 10 control points. 
- 
        
            
        
        
        
            A helper node that handles a single control point within a ramp 
- 
        
            
        
        
        
            Random RGB color pattern. 
- 
        
            
        
        
        
            Random float pattern. 
- 
        
            
        
        MtlX Rec709 Display To Lin Rec709 A new MaterialX Node 
- 
        
            
        
        
        
            Rotate a vector2 value about the origin in 2D. 
- 
        
            
        
        
        
            Adjust the saturation of a color. 
- 
        
            
        
        
        
            A microfacet BSDF for the back-scattering properties of cloth-like materials. 
- 
        
            
        
        MtlX Srgb Displayp3 To Lin Rec709 A new MaterialX Node 
- 
        
            
        
        MtlX Srgb Texture To Lin Rec709 A new MaterialX Node 
- 
        
            
        
        
        
            A physically-based shader. 
- 
        
            
        
        MtlX Standard Surface To Gltf Pbr A new MaterialX Node 
- 
        
            
        
        MtlX Standard Surface to USD Preview Surface Translation shader from Standard Surface to USD Preview Surface. 
- 
        
            
        
        
        
            A BSDF for true subsurface scattering. 
- 
        
            
        
        
        
            Constructs a surface shader describing light scattering and emission for closed 'thick' objects. 
- 
        
            
        
        
        
            An unlit surface shader node. 
- 
        
            
        
        
        
            A tiled-circle pattern. 
- 
        
            
        
        
        
            A tiled-cloverleaf pattern. 
- 
        
            
        
        
        
            A tiled-hexagon pattern. 
- 
        
            
        
        
        
            Samples data from a single image, with provisions for tiling and offsetting the image across uv space. 
- 
        
            
        
        
        
            A BSDF node for pure diffuse transmission. 
- 
        
            
        
        
        
            A triangle-wave pattern. 
- 
        
            
        
        
        
            Manually set UDIM texture coordinates. 
- 
        
            
        
        
        
            Extract the UDIM patch from texture coordinates. 
- 
        
            
        
        
        
            MaterialX flavor of USD Preview Surface shader 
- 
        
            
        
        
        
            MaterialX flavor of USD Primvar Reader 
- 
        
            
        
        
        
            MaterialX flavor of USD Transform 2D shader 
- 
        
            
        
        
        
            MaterialX flavor of USD UV Texture shader 
- 
        
            
        
        
        
            MaterialX flavor of USD UV Texture 2.3 shader 
- 
        
            
        
        
        
            An EDF node for uniform emission. 
- 
        
            
        
        
        
            A constructor node for the volume shader type. 
- 
        
            
        
        
        
            A volume material. 
- 
        
            
        
        
        
            A PBR shader from glTF-2.0. 
- 
        
            
        
        
        
            A new MaterialX Node 
- 
        
        
        
            Returns complementary float value. 
- 
        
        
        
            Returns complementary RGB color 
- 
        
            
        
        
        
            Outputs the product of its inputs. 
- 
        
            
        
        
        
            Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount. 
- 
        
            
        
        
        
            Multiplies the incoming value by a constant. 
- 
        
            
        
        
        
            Finds closest point in a given geometry file. 
- 
        
            
        
        
        
            Negates the incoming integer, float, vector or vector4 value. 
- 
        
            
        
        
        
            Count the number of connected points from a given point in a given geometry file (or op:path) 
- 
        
            
        
        
        
            Finds the nth neighbouring point for a given point in a given geometry file. 
- 
        
            
        
        
        
            Retrieves an array of indices to the points connected to the given point. 
- 
        
            
        
        
        
            A non-deterministic random number generator. 
- 
        
        
        
            Clamp shading normals to prevent bad reflection directions 
- 
        
        
        
            Generates a falloff value based on the relationship between the normal and incident vectors. 
- 
        
            
        
        
        
            Normalizes a vector. 
- 
        
            
        
        
        
            This operator performs a logical not operation on an integer value, returning 1 if the input is zero, and 0 if the input is non-zero. 
- 
        
            
        
        
        
            Passes the inputs to the output with an optional name change. 
- 
        
        
        
            Transforms color spaces using OpenColorIO. 
- 
        
        
        
            Transforms color spaces into a View using OpenColorIO. 
- 
        
            
        
        
        
            Implements an OSL shader. 
- 
        
            
        
        
        
            Computes ambient occlusion at the point P with the normal N. 
- 
        
            
        
        
        
            Sample ocean values from layered ocean spectra at the specified position and time. 
- 
        
            
        
        
        
            Offsets a KineFX transformation matrix by the given transform. 
- 
        
            
        
        
        
            Returns the number of coarse faces in the subdivision hull 
- 
        
            
        
        
        
            Returns the patch of the first patch for a given face in the subdivision hull. 
- 
        
            
        
        
        
            Evaluates a point attribute on the limit of a subdivision surface and all partial derivatives with respect to the given attribute. 
- 
        
            
        
        
        
            Evaluates a point attribute on the limit of a subdivision surface. 
- 
        
            
        
        
        
            Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch. 
- 
        
            
        
        
        
            Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face. 
- 
        
            
        
        
        
            Returns the number of patches in the subdivision hull 
- 
        
            
        
        
        
            This operator performs a logical or operation between its inputs and returns 1 or 0 . 
- 
        
        
        
            Generates a color using the Oren-Nayar diffuse lighting model calculation. 
- 
        
            
        
        
        
            Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix. 
- 
        
            
        
        
        
            Returns an anti-aliased cosine or sine wave. 
- 
        
            
        
        
        
            Computes the outer product of a pair of vectors. 
- 
        
            
        
        Output Variables and Parameters Provides inputs representing the writable output variables of the shader network. 
- 
        
            
        
        
        
            Makes a shaded surface emissive. 
- 
        
            
        
        
        
            Produce a hair BSDF. 
- 
        
            
        
        
        
            Produce a hair BSDF. 
- 
        
            
        
        
        
            Produce a hair BSDF. 
- 
        
        
        
            Evaluate Lighting Using PBR. 
- 
        
            
        
        
        
            Computes metallic reflections. 
- 
        
            
        
        
        
            Computes reflections and refractions for dielectric (non-metallic) materials. 
- 
        
        
        
            Creates an approximate SSS BSDF. 
- 
        
        
        
            Creates a Single Subsurface Scatter BSDF. 
- 
        
            
        
        
        
            Represents a user-controllable parameter. 
- 
        
            
        
        
        
            Blends between KineFX transforms with an offset computed from the given bind transforms. 
- 
        
            
        
        
        
            Constrains a KineFX point’s parent to a new world transform. 
- 
        
            
        
        
        
            Generates 1D and 3D Perlin noise from 1D, 3D and 4D data. 
- 
        
            
        
        
        
            Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous with cell noise. 
- 
        
            
        
        
        
            Performs photon russian roulette. 
- 
        
            
        
        
        
            Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering. 
- 
        
        
        
            Produce a normalized diffuse bsdf. 
- 
        
            
        
        
        
            Returns the area of the current pixel after being transformed to the new UV coordinate uvpos. 
- 
        
            
        
        
        
            Returns U and V derivatives of the current pixel. 
- 
        
            
        
        
        
            Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane. 
- 
        
            
        
        
        
            Returns the number of planes in the input. 
- 
        
            
        
        
        
            Returns the name of the plane with the index plane_index in input input_index. 
- 
        
            
        
        
        
            Returns the index of the plane with the name plane_index in input input_index. 
- 
        
            
        
        
        
            Returns the name of the plane with the index plane_index in input input_index. 
- 
        
            
        
        
        
            Returns the number of components in the plane with the index plane_index in input input_index. 
- 
        
            
        
        
        
            Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry. 
- 
        
        
        
            This node closes a point cloud handle opened by pcopen. 
- 
        
        
        
            This node exports point data while inside a pcunshaded loop. 
- 
        
        
        
            This node finds the farthest query point produced by pcopen. 
- 
        
        
        
            This node filters the points queried by pcopen. 
- 
        
            
        
        
        
            Returns a list of closest points from a file 
- 
        
            
        
        
        
            Returns a list of closest points from a file taking into account their radii. 
- 
        
        
        
            This node imports point data while inside a pciterate or pcunshaded loop. 
- 
        
        
        
            This node imports point data from a pcopen. 
- 
        
        
        
            This node advances to the next iteration point returned by pcopen. 
- 
        
        
        
            This node returns the number of points found by pcopen. 
- 
        
        
        
            This node opens a point cloud file and searches for points around a source position. 
- 
        
        
        
            This node advances to the next unshaded iteration point returned by pcopen. 
- 
        
        
        
            This function writes data for the current shading point out to a point cloud file. 
- 
        
            
        
        
        
            Returns the number of points for all primitives in the given geometry. 
- 
        
            
        
        
        
            Returns 1 if the point specified by the point number is in the group specified by the string. 
- 
        
            
        
        
        
            The underlying procedural when using Fast Point Instancing with the instance render parameters. 
- 
        
            
        
        
        
            Only available in Image3D VOP networks. 
- 
        
            
        
        
        
            The Point Replicate Procedural takes a number of input points and multiplies them, and processes the result using a CVEX script. 
- 
        
            
        
        
        
            Removes the last element of an array and returns it. 
- 
        
            
        
        
        
            Compute the difference between point transforms on two SOP skeletons. 
- 
        
            
        
        
        
            Raises the first argument to the power of the second argument. 
- 
        
            
        
        
        
            Evaluates an attribute for a given primitive at the specified uv parametric location. 
- 
        
            
        
        
        
            Evaluates an intrinsic on a given primitive. 
- 
        
            
        
        
        
            Returns the normal of a primitive (defined by its number) at the given uv parametric location. 
- 
        
            
        
        
        
            An artist-friendly shader that can model a large number of materials realistically. 
- 
        
            
        
        
        
            An artist-friendly shader that can model a large number of materials realistically. 
- 
        
            
        
        
        
            Generate a formatted text string. 
- 
        
        
        
            Promotes the export variables from the Shader Layer struct to the parent shader 
- 
        
            
        
        
        
            Converts a temperature value into color (chroma) and intensity according to the blackbody radiation model. 
- 
        
            
        
        
        
            Provides color correction functions. 
- 
        
            
        
        
        
            Provides constant, artistic, and physically correct (blackbody) tint as well as color correction functions. 
- 
        
            
        
        
        
            Provides functions for editing color fields by conditioning the field values, adding noise, filtering, and color correction. 
- 
        
            
        
        
        
            Provides functions for editing fields such as density by conditioning the field values, adding noise, and filtering. 
- 
        
            
        
        
        
            Flexible, production-quality smoke, fire, and explosions shader. 
- 
        
            
        
        
        
            Flexible, production-quality fire and smoke shader. 
- 
        
            
        
        
        
            Provides the core functionality needed to build a high-quality volumetric shader. 
- 
        
            
        
        
        
            Takes an angle and an axis and constructs the quaternion representing the rotation about that axis. 
- 
        
            
        
        
        
            Computes the conjugate of a quaternion. 
- 
        
            
        
        
        
            Computes distance between quaternions in radians. 
- 
        
            
        
        
        
            Takes an quaternion inverts it.. 
- 
        
            
        
        
        
            Performs a quaternion multiplication with its two inputs. 
- 
        
            
        
        
        
            Converts a quaternion to angle/axis form. 
- 
        
            
        
        
        
            Converts a quaternion to a vector representing euler angles. 
- 
        
            
        
        
        
            Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation. 
- 
        
            
        
        
        
            Converts RGB color space to HSV color space. 
- 
        
            
        
        
        
            Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays. 
- 
        
            
        
        
        
            Converts radians to degrees. 
- 
        
            
        
        
        
            Generates a non-repeating rainbow color ramp by modulating the hue over the range of the parametric coordinate s and using the given saturation and value to compute the HSV color. 
- 
        
        
        
            Adds anti-aliased analytical filtering to the output of a Ramp Parameter VOP. 
- 
        
            
        
        
        
            Represents a user-editable ramp parameter. 
- 
        
            
        
        
        
            Generates repeating filtered ramps. 
- 
        
            
        
        
        
            Generates a random number based on the position in one, three, or four dimensions. 
- 
        
            
        
        
        
            Generates a random number in a BRJ sequence. 
- 
        
            
        
        
        
            Generates a random number in a Sobol sequence. 
- 
        
            
        
        
        
            Returns the current ray-bounce level. 
- 
        
            
        
        
        
            Returns the amount that the current bounce level will contribute to the final pixel color. 
- 
        
            
        
        
        
            This operator sends a ray from the position P along the direction specified by the direction D, and returns the distance to the object intersected or a negative number if not object found. 
- 
        
            
        
        
        
            Sends a ray starting at origin P and in the direction specified by the normalized vector D. 
- 
        
            
        
        
        
            Propagates rotation from the arm to the clavicle point in a KineFX skeleton. 
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            Returns the vector representing the reflection of the direction against the normal vector. 
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            Computes the amount of reflected light which hits the surface. 
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            Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction. 
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            Sends a ray starting at origin P and in the direction specified by the normalized vector I. 
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            Finds the given regular expression in the string. 
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            Finds all instances of the given regular expression in the string. 
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            Result 1 if the entire input string matches the expression. 
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            Replaces instances of find_regex with replace_regex. 
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            Splits the given string based on regex match. 
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            Returns the relative position of the point given with respect to the bounding box of the specified geometry. 
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        Relative to Point Bounding Box Returns the relative position of the point given with respect to the bounding box of the specified geometry. 
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            Removes an item at the given index from an array. 
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            Removes an item at the given key from a dictionary. 
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            Removes points from the geometry. 
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            Removes an item from an array. 
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            Gets state information from the renderer. 
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            Reorders items in an array or string. 
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            Optionally report a custom VEX error or warning. 
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            Modulates input value using a variety of methods. 
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            Returns the pixel resolution of an input. 
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            Resolves a mapping dictionary attribute to a KineFX point number. 
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            Checks if the geometry attribute rest is bound and, if so, uses it as the rest position for shading. 
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            Generates a return statement inside a method or a function defined by the parent subnet. 
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            Adds an item to an array or string. 
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            Rotates the foot around custom pivots specific to a reverse foot KineFX set-up. 
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            Generates repeating filtered rings. 
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            Generates repeating ripples. 
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            Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix. 
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            Rotates a vector by a quaternion. 
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            Rounds the argument to the closest integer. 
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            Generates repeating filtered rounded hexagons. 
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            Generates repeating filtered rounded five-pointed stars. 
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        Run External Program Procedural This procedural will run an external application in order to generate geometry at render time. 
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            Adds energy conservation functionality and additional controls to the Physical SSS VOP. 
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            Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction. 
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            Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes. 
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            Generates a scale-like pattern and returns the displaced position, normal, and displacement amount. 
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            Sets the current animation clips for an agent primitive. 
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            Sets the current times for an agent primitive’s animation clips. 
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            Sets the blend weights for an agent primitive’s animation clips. 
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            Sets the current layers or collision layers of an agent primitive. 
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            Overrides the transforms of an agent primitive. 
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            Sets a CHOP attribute value. 
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            Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode. 
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            Sets a channel value when evaluating a Channel VOP in Channel/Sample modes. 
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            Sets the value at the specified key. 
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            Sets the element at the specified index. 
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            Sets a layer’s components to new values. 
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            Adds layer exports to the Shader Layer struct 
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            Assigns a value to one of the matrix’s components. 
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            Assigns a value to one of the matrix2's components. 
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            Assigns a value to one of the matrix3's components. 
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            Sets one point transform at a given point ID. 
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            Sets arrays of point transforms at an array of point IDs. 
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            Assigns a value to one of the vector’s components. 
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            Assigns a value to one of the vector2's components. 
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            Assigns a value to one of the vector4's components. 
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        Shader Output Export Variables Represents export parameters in a shader call. 
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        Shader Output Global Variables Represents global variables that are bound as output parameters in a shader call. 
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            Computes the shading area of the given variable. 
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            Computes the derivative of a given variable with respect to the s or t parametric coordinate. 
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            Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET). 
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            Computes the normal at the location specified by the P position. 
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            This shader calls the shadow shader inside an illuminance loop. 
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            Shadow Map treats the depth map as if the image were rendered from a light source. 
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            Implements a shadowmatte shader that occludes geometry behind the surface being rendered. 
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            Returns -1 if the input is less than 0, otherwise it returns 1. 
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            Performs a sine function. 
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            A skin shader with three levels of subsurface scattering. 
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            Creates a sky noise pattern with volumetric clouds. 
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            Slices a sub-string or sub-array of a string or array. 
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            Computes a number between zero and one. 
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            Returns the closest equivalent Euler rotations to a reference rotation. 
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            Runs a VEX snippet to modify the incoming values. 
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            Increases or decreases contrast for values at the top of the input range. 
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            Generates repeating soft dots. 
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            Returns the array sorted in increasing order. 
- 
        
        
        
            Generates a color using the selected specular lighting model calculation. 
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            Generates a color using a specular lighting model with a Fresnel falloff calculation. 
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            Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion. 
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            Generates a splatter pattern and returns the splatter amount. 
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            Computes either a Catmull-Rom (Cardinal) spline or a Linear spline between the specified key points, given an interpolant (u) in the domain of the spline. 
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            Splits a string into tokens. 
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            This procedural will render points as sprites. 
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            Computes the square root of the argument. 
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            Result 1 if the string starts with the specified string. 
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            Stashes a KineFX transform matrix as a constant. 
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            Returns the length of the string. 
- 
        
            
        
        
        
            Converts an UTF8 string into a codepoint. 
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            Strips leading and trailing whitespace from a string. 
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            Generates repeating filtered stripes. 
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            Creates, modifies, or de-structures an instance of a structured datatype. 
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            Bundles input values into an instance of an ad-hoc struct. 
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            Extracts one or more values from a struct by member name. 
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            Contains other VOP operators. 
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            Represents an input or an output (or both) of the parent VOP subnet. 
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            Allows the connection of operators outside a subnet to operators inside the subnet. 
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            Allows the connection of operators inside a subnet to operators outside the subnet. 
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            Outputs the result of subtracting all its inputs. 
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            Subtracts the specified constant value from the incoming integer, float, vector or vector4 value. 
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            Generates a basic color with a choice of tinting with the point color and/or a color map. 
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            Finds the shortest distance between a point and a source point group. 
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            Switches between network branches based on the value of an input. 
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            Use a different bsdf for direct or indirect lighting. 
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            Rearranges components of a vector. 
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            Rearranges components of a vector2. 
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            Rearranges components of a vector4. 
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            Performs a tangent function. 
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            Transform an input normal to UV/tangent space 
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            Transform an input normal from UV/tangent to current space 
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            Exports shader normals as a render plane. 
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            Returns primitive number of an adjacent tetrahedron. 
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            Returns vertex indices of each face of a tetrahedron. 
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            Computes a filtered sample of the texture map specified and returns an RGB or RGBA color. 
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            Returns the value of a 3D image at a specified position within that image. 
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            Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors. 
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            Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction. 
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            Generates staggered rectangular tiles. 
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            Generates staggered hexagonal tiles. 
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            Returns the frame range and rate of the given input. 
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            Returns a string that is the titlecase version of the input string. 
- 
        
            
        
        
        
            Returns a string that is the lower case version of the input string. 
- 
        
            
        
        
        
            Transforms a position into normal device coordinates. 
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            Converts cartesian coordinates to polar coordinates. 
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            Returns a string that is the upper case version of the input string. 
- 
        
        
        
            Uses the vex gather function to send a ray and return with the reflected or refracted colors. 
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            Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space. 
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            Constructs a KineFX transform matrix from a position on a path. 
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            Constructs a KineFX transform matrix from a position on a geometry’s surface. 
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            Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes. 
- 
        
            
        
        
        
            Performs a variety of trigonometric functions. 
- 
        
            
        
        
        
            Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation. 
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            Perform a simple two-bone IK solve 
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            Generates a two sided surface. 
- 
        
            
        
        
        
            Takes an integer input. 
- 
        
            
        
        
        
            Provides outputs representing commonly used input variables for processing USD primitive attributes inside an Attribute VOP LOP. 
- 
        
        
        
            USD Preview Surface shader 
- 
        
        
        
            USD Prim Var Reader shader 
- 
        
            
        
        
        
            Represents a standard USD primitive for transforming texture co-ordinates. 
- 
        
            
        
        
        
            Represents a standard USD primitive for looking up texture values. 
- 
        
        
        
            Returns texture coordinates or geometric s and t, depending on what is defined. 
- 
        
            
        
        
        
            Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input. 
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            Computes UV co-ordinates projected along a single axis, derived from the position of an object, and generates a mask relative to the projection axis. 
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            Assigns texture coordinates based on the specified projection type. 
- 
        
            
        
        
        
            Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts. 
- 
        
            
        
        
        
            Projects texture maps along X, Y, and Z axes and blends them together at the seams. 
- 
        
            
        
        
        
            Generates a 2D, wave like cloud pattern. 
- 
        
            
        
        
        
            Presents a unified interface and uniform output range for all the noise types available in VEX. 
- 
        
            
        
        
        
            Presents a unified interface and uniform output range for all the noise types available in VEX. 
- 
        
            
        
        
        
            Provides outputs that represent all the global variables for the Force VOP network type. 
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            Simple output variable for VOP Force Networks. 
- 
        
            
        
        
        
            Converts between different vector types. 
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            Unpacks a vector into its three components. 
- 
        
            
        
        
        
            Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis. 
- 
        
            
        
        
        
            Converts a vector to a vector4. 
- 
        
            
        
        
        
            Converts rows values to a 3×3 matrix value. 
- 
        
            
        
        
        
            Converts a vector to a vector2 and also returns the third component of the vector. 
- 
        
            
        
        
        
            Unpacks a vector2 into its two components. 
- 
        
            
        
        
        
            Converts a vector2 to a vector. 
- 
        
            
        
        
        
            Converts a pair of vector2s into a vector4. 
- 
        
            
        
        
        
            Converts rows values to a 2×2 matrix value. 
- 
        
            
        
        
        
            Unpacks a vector4 into its four components. 
- 
        
            
        
        
        
            Converts rows values to a 4×4 matrix value. 
- 
        
            
        
        
        
            Converts a vector4 to a vector and also returns the fourth component of the vector4. 
- 
        
            
        
        
        
            Converts a vector4 to a pair of vector2s.. 
- 
        
            
        
        
        
            Generates an anti-aliased vein pattern that can be used in any VEX context. 
- 
        
            
        
        
        
            This procedural will generate a volume from a CVEX shader. 
- 
        
            
        
        
        
            Exports a vis_ prefixed attribute. 
- 
        
        
        
            Computes the opacity of a uniform volume given a density. 
- 
        
            
        
        
        
            Calculates the gradient of a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Gets the value of a voxel from a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Calculates the position of a voxel in a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Gets the vector value of a voxel from a volume primitive stored in a disk file. 
- 
        
        
        
            A shading model for volume rendering. 
- 
        
            
        
        
        
            Calculates the voxel closest to a voxel of a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Gets the resolution of a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Samples the value of a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Samples the vector value of a volume primitive stored in a disk file. 
- 
        
            
        
        
        
            Provides outputs that represent all the global variables for the Volume VOP network type. 
- 
        
            
        
        
        
            Simple output variable for Volume VOP Networks. 
- 
        
            
        
        
        
            Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering. 
- 
        
            
        
        
        
            Computes the wave vector for a given index in a grid of specified size. 
- 
        
            
        
        
        
            Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement. 
- 
        
        
        
            Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates. 
- 
        
            
        
        
        
            Computes 1D, 3D, and 4D Worley noise, which is synonymous with cell noise. 
- 
        
        
        
            Simplified smoke, fire, and explosions shader for Karma XPU. 
- 
        
            
        
        
        
            Finds closest position on a primitive in a given geometry file. 
- 
        
            
        
        
        
            Performs a logical xor operation between its inputs. 
- 
        
            
        
        
        
            Returns the indices of a sorted version of an array. 
- 
        
            
        
        mtlxopen_pbr_surface_to_standard_surface Conversion of Open PBR node to the Standard Surface Node 
- 
        
            
        
        mtlxstandard_surface_to_open_pbr_surface Conversion of Standard Surface Node To Open PBR 
- 
        
        
        
            Blends the normals between faces within specified radius.