Houdini 18.5 Nodes VOP nodes

From Polar VOP node

Converts polar coordinates to cartesian coordinates.

Since 12.0

Given U (azimuth angle, longitude), V (polar angle, 90 degrees - latitude) and a radius, this node outputs the 3D position of the specified point in cartesian (XYZ) space.

This is equivalent to:

x = radius * sin(v)*cos(u);
y = radius * sin(v)*sin(u);
z = radius * cos(v);

Parameters

Input space

How this node interprets the input UV coordinates. Values outside the natural range for an interpretation will wrap periodically.

Unit

U and V coordinates are in the range (0, 1).

Radians

U and V coordinates are in radians. U is in the range (0, 2*pi) while V is in the range (0, pi).

Degrees

U and V coordinates are in degrees. U is in the range (0, 360) while V is in the range (0, 180).

See also

VOP nodes

  • Absolute

    Computes the absolute value of the argument.

  • Add

    Outputs the sum of its inputs.

  • Add Attribute

    Adds a new attribute.

  • Add Constant

    Adds the specified constant value to the incoming integer, float, vector or vector4 value.

  • Add Joint

    Adds a KineFX joint to the geometry.

  • Add Point

    Adds points to the geometry.

  • Add Point to Group

    Adds the point specified to the group given.

  • Add Primitive

    Adds primitives to the geometry.

  • Add Steer Force

    Multiply steerforce by steerweight attributes and normalize results by total steerweight.

  • Add Vertex

    Adds vertices to the geometry.

  • Add Wind Force

    Layers a wind force onto a simulation.

  • Advect by Volumes

    Advects a position by a set of volume primitives stored in a disk file.

  • Agent Clip Catalog

    Returns all of the animation clips that have been loaded for an agent primitive.

  • Agent Clip Length

    Returns the length (in seconds) of an agent’s animation clip.

  • Agent Clip Names

    Returns an agent primitive’s current animation clips.

  • Agent Clip Sample

    Samples an agent’s animation clip at a specific time.

  • Agent Clip Sample Rate

    Returns the sample rate of an agent’s animation clip.

  • Agent Clip Times

    Returns the current times for an agent primitive’s animation clips.

  • Agent Clip Weights

    Returns the blend weights for an agent primitive’s animation clips.

  • Agent Convert Transforms

    Converts transforms between local space and world space for an agent primitive.

  • Agent Layer Bindings

    Returns the transform that each shape in an agent’s layer is bound to.

  • Agent Layer Name

    Returns the name of the current layer or collision layer of an agent.

  • Agent Layer Shapes

    Returns the names of the shapes referenced by an agent primitive’s layer.

  • Agent Layers

    Returns all of the layers that have been loaded for an agent primitive.

  • Agent Rig Children

    Returns the child transforms of a transform in an agent primitive’s rig.

  • Agent Rig Find

    Finds the index of a transform in an agent primitive’s rig.

  • Agent Rig Parent

    Returns the parent transform of a transform in an agent primitive’s rig.

  • Agent Transform Count

    Returns the number of transforms in an agent primitive’s rig.

  • Agent Transform Names

    Returns the name of each transform in an agent primitive’s rig.

  • Agent Transforms

    Returns the current local or world space transforms of an agent primitive.

  • Align

    Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.

  • Alpha Mix

    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.

  • Ambient

    Generates a color using ambient lighting model calculation.

  • And

    Performs a logical "and" operation between its inputs and returns 1 or 0.

  • Anti-Aliased Flow Noise

    Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise.

  • Anti-Aliased Noise

    Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise.

  • Anti-Aliased Ramp Parameter

  • Append

    Adds an item to an array or string.

  • Arctangent

    Performs the atan2() function

  • Array Contains

    Checks whether a value exists in an array.

  • Array Find Index

    Finds the first location of an item in an array or string.

  • Array Find Indices

    Finds all locations of an item in an array or string.

  • Array Length

    Produces the length of an array.

  • Attenuated Falloff

    Computes attenuated falloff.

  • Average

    Outputs the average of its inputs.

  • Average Vector Component

    Computes the average value of a vector argument.

  • BSDF Tint

    Tints a BSDF with separate control over colorization and luminance.

  • Bake Exports

    Export shading for use in bake image planes

  • Bias

  • Bind

    Represents an attribute bound to VEX.

  • Bind Point Transform

    Binds a KineFX point transform with a point index.

  • Blend Regions

    Takes a float input as a bias to blend between three input regions.

  • Blend Transforms

    Blends between two KineFX transformation matrices.

  • Block Begin

    Marks the start of a code block.

  • Block Begin For

    Marks the start of a for loop block.

  • Block Begin For-Each

    Marks the start of a for-each loop block.

  • Block Begin If

    Marks the start of an if code block.

  • Block End

    Marks the end of a code block.

  • Block End Break-If

    Marks the end of a code block.

  • Block End While

    Marks the end of a while code block.

  • Bounding Box

    Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.

  • Box Clip

    Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.

  • Boxes

    Generates repeating filtered squares.

  • Bricker

    Generates a brick pattern based on the parametric s and t coordinates.

  • Brushed Circles

    Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction.

  • Brushed Metal Shader

    A basic brushed metal shader.

  • Bump Noise

    Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount.

  • Bump To Normal Map

    Compute a tangent-space normal map from a bump map

  • Burlap

    Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.

  • Burlap Pattern

    Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.

  • COP Input

    Returns a pixel value in one of the 4 input COPs connected to the VEX COP.

  • CVEX Shader Builder

    A node that implements a CVEX shader using its children VOPs.

  • Car Paint Shader

    Simulates car paint with embedded metallic flakes and a coat layer.

  • Cavities

    Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.

  • Ceiling

    Returns the smallest integer greater than or equal to the argument.

  • Cellular Cracks

    Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.

  • Cellular Noise

    Computes 2D, anti-aliased cellular noise suitable for shading.

  • Character to String

    Converts an unicode codepoint to a UTF8 string.

  • Checkered

    Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.

  • Clamp

    Clamps the input data between the minimum and maximum values.

  • Class Cast

    Downcasts a generic (anonymous) co-shader object to a specific co-shader

  • Classic Shader

    Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement.

  • Classic Shader Core

    A powerful, highly flexible, generic surface shader with displacement.

  • Collect

  • Collide Geometry

    Collides the specified joint with the target geometry.

  • Color Correction

    Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.

  • Color Map

    Looks up a single sample of RGB or RGBA color from a disk image.

  • Color Mix

    Computes a blend (or a mix) of its two color inputs, and outputs the resulting color.

  • Color Transform

  • Combine Local Transform

    Combines local and parent KineFX transforms with scale inheritance.

  • Compare

    Compares two values and returns true or false.

  • Complement

    Computes the complement of the argument by subtracting the argument from 1.

  • Composite

  • Compute Lighting

    Computes lighting using Physically Based Rendering.

  • Compute Normal

    This node gives finer control over handling of the normal attribute in VOPs.

  • Compute Tangents

    Compute surface tangents in different ways.

  • Conductor Fresnel

    Outputs a physically correct reflection factor for conductive materials.

  • Conserve Energy

    Clamp the reflectivity of a bsdf to 1.

  • Constant

    Outputs a constant value of any VEX data type.

  • Contour

    Increases or decreases contrast for values at the bottom of the input range.

  • Copy

    Takes a single input of any data type.

  • Cosine

    Performs a cosine function.

  • Crackle

    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.

  • Create Point Group

    Creates a new point group with the name specified.

  • Cross Product

    Computes the cross product between two vectors, defined as the vector perpendicular to both input vectors.

  • Curl Noise

    Creates divergence-free 3D noise using a curl function.

  • Curl Noise 2D

    Creates divergence-free 2D noise using a curl function.

  • Curvature

    Computes surface curvature.

  • Curve Solver

    Positions and orients KineFX points from a curve and a list of segment lengths.

  • Decal

    An OTL that performs composting of texture maps.

  • Degrees to Radians

    Converts degrees to radians.

  • Delayed Load Procedural

  • Delayed Read Archive

  • Depth Map

    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.

  • Determinant

    Computes the determinant of a 4×4 or 3×3 matrix.

  • Dictionary Keys

    Produces the keys of a dictionary.

  • Dictionary Length

    Produces the length of a dictionary.

  • Direct Lighting

    Internal VOP used to compute direct lighting.

  • Direction to Child

    Computes the direction to a KineFX joint’s child.

  • Direction to Parent

    Computes the direction to a KineFX joint’s parent

  • Dirt Mask

    Masks crevices or exposed edges

  • Displace

    Displaces surface position and modifies surface normals.

  • Displace Along Normal

    Displaces the surface along the surface normal by a given amount.

  • Displacement Texture

    Modifies normals and/or positions based on a texture map.

  • Distance

    Returns the distance between two 3D or 4D points.

  • Distance Point to Line

    Returns the closest distance between a point and a line segment defined by two end points.

  • Divide

    Outputs the result of dividing each input value by the next.

  • Divide Constant

    Divides the incoming integer, float, vector or vector4 value by the specified constant value.

  • Dot Product

    Computes the dot product between two vectors.

  • Dual Rest

    Outputs sanitized dual rest values based.

  • Dual Rest Solver

    Sanitizes dual rest attribute data for easier use.

  • Edge Falloff

    Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal.

  • Eggshell Pattern

    Returns a new surface normal (N) which has a slight fine grained bump on it.

  • Eigenvalues

  • Ends With

    Result 1 if the string ends with the specified string.

  • Environment Map

    Sets the environment map (on an infinite sphere) and returns its color.

  • Euler to Quaternion

    Builds a quaternion with the given euler rotation.

  • Exponential

    Computes the exponential function of the argument.

  • Extract Local Transform

    Computes a local transform for a KineFX point using its and its parent’s world transforms.

  • Extract Transform

    Extracts the translation, rotation, scale or shear component of a 4×4 transform matrix.

  • Fake Caustics

    Outputs and opacity value which can be used to approximate caustic lighting effects.

  • Fast Shadow

    Sends a ray from the position P along the direction specified by the direction D.

  • Field Name

    Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.

  • Field Parameter

    Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.

  • Filament Sample

  • Filter Point Transforms

    Find a point in an array and return the transforms in the corresponding arrays.

  • Filter Pulse Train

    Filters the input.

  • Filter Shadow

    Sends a ray from the position P along the direction specified by the direction D, a…

  • Filter Step

    Computes the anti-aliased weight of the step function.

  • Filter Width

    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.

  • Find Attribute Value

  • Find Attribute Value Count

  • Find Attribute Value by Index

  • Find Point Transform

    Find a point on a given geometry and return its transforms.

  • Fit Range

    Takes the value in the source range and shifts it to the corresponding value in the destination range.

  • Fit Range (Unclamped)

    Takes the value in the source range and shifts it to the corresponding value in the destination range.

  • Float to Integer

    Converts a float value to an integer value.

  • Float to Matrix

    Converts sixteen floating-point values to a 4×4 matrix value.

  • Float to Matrix2

    Converts four floating-point values to a matrix2 value.

  • Float to Matrix3

    Converts nine floating-point values to a matrix3 value.

  • Float to Vector

    Converts three floating-point values to a vector value.

  • Float to Vector2

    Converts two floating-point values to a vector2 value.

  • Float to Vector4

    Converts four floating-point values to a vector4 value.

  • Floor

    Returns the largest integer less than or equal to the argument.

  • Flow Noise

    Generates 1D and 3D Perlin Flow Noise from 3D and 4D data.

  • For Each Transform

    Perform the same operation on an array of transforms.

  • Fraction

    Computes the fractional component of the argument.

  • Fresnel

    Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.

  • From NDC

    Transforms a position from normal device coordinates to the coordinates in the appropriate space.

  • From NDC

    Transforms a position from normal device coordinates to the coordinates in the appropriate space.

  • From Polar

    Converts polar coordinates to cartesian coordinates.

  • Front Face

    Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).

  • Fur Guide Global Variables

    Provides outputs representing commonly used input variables of fur guide shader network.

  • Fur Guide Output Variables and Parameters

    Provides inputs representing the output variables of a fur guide shader network.

  • Fur Procedural

    Creates a set of hair-like curves across a surface at render time.

  • Fur Skin Global Variables

    Provides outputs representing commonly used input variables of fur skin shader network.

  • Fur Skin Output Variables and Parameters

    Provides inputs representing the output variables of a fur skin shader network.

  • Furrows

    Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.

  • Fuzzy And

    Performs a fuzzy "and" operation between its inputs and returns a value between 0 and 1.

  • Fuzzy Defuzz

    Performs a defuzzify operation between its input fuzzy sets and returns a crisp value.

  • Fuzzy Inference

    Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node.

  • Fuzzy Inference Mirror

    "This node represents two inferred fuzzy sets that are mirrors of one another.

  • Fuzzy Input

    Performs a "fuzzify" operation that calculates a fuzzy value given a membership function and an input crisp value.

  • Fuzzy Not

    This operator performs a fuzzy not operation on an integer or float value.

  • Fuzzy Obstacle Sense

    Detects obstacles in an agent’s field of view.

  • Fuzzy Or

    Performs a fuzzy "or" operation between its inputs and returns a value between 0 and 1.

  • Gain

  • Gather Loop

    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.

  • Gaussian Random

    Generates a random number fitting a Gaussian distribution.

  • Gaussian Random UV

    Generates a random number fitting a Gaussian distribution.

  • General Fresnel

    Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth.

  • Generic Shader

    Represents a shader.

  • Geometry VOP Global Parameters

    Provides outputs that represent all the global variables for the Attribute VOP network types.

  • Geometry VOP Output Variables

    Simple output variable for Geometry VOP Networks.

  • Get Attribute

  • Get BSDF Albedo

    Compute the reflectivity of a bsdf.

  • Get Blur P

  • Get CHOP Attribute

    Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP.

  • Get Channel Transform

    Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP.

  • Get Channel Value

    Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.

  • Get Channel Value by Name

    Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.

  • Get Descendant Transforms

    Traverse the hierarchy from a given point and return their transforms.

  • Get Dictionary Element

    Gets a specified value from dictionary.

  • Get Element

    Gets a specified element from array.

  • Get FBIK Attributes

    Retrieve configuration values for the Physical Full-Body IK solver from point attributes.

  • Get Full Body COM

    Return the computed center-of-mass for the given KineFX geometry.

  • Get Joint Chain Axes

    Computes a set of orthogonal axes centered at a KineFX joint.

  • Get Layer Export

    Obtains a value of the export variable added to the Shader Layer struct.

  • Get Matrix Component

    Extracts a 4×4 matrix component.

  • Get Matrix2 Component

    Extracts a 2×2 matrix3 component.

  • Get Matrix3 Component

    Extracts a 3×3 matrix3 component.

  • Get Object Transform

    Gets the transform matrix of a named object in camera (current) space.

  • Get PTexture ID

  • Get Parent

    Finds the parent of a joint within a KineFX skeleton.

  • Get Parent Transform

    Gets the transformation of a joint’s parent within a KineFX skeleton.

  • Get Point Transform

    Returns a point transform for a given point index.

  • Get Point Transforms

    Returns arrays of point transforms given an array of point IDs.

  • Get Primitive ID

  • Get Vector Component

    Extracts a vector component.

  • Get Vector2 Component

    Extracts a vector2 component.

  • Get Vector4 Component

    Extracts a vector4 component.

  • Get a CHOP Channel Value

    Evaluates a CHOP channel and return its value.

  • Get a Channel or Parameter Value

    Evaluates a channel (or parameter) and return its value.

  • Get an Object Transform

    Evaluates an OBJ node’s transform

  • Gingham Checks

    Generates anti-aliased gingham checks similar to a tablecloth pattern.

  • Global Variables

    Provides outputs that represent all the global variables for the current VOP network type.

  • Gradient 3D

    Returns the gradient of a single channel 3D texture image at a specified position within that image.

  • HSV to RGB

    Converts HSV color space to RGB color space.

  • Hair Normal

    Generates a normal vector which always faces the camera, parallel to the incidence vector.

  • Hair Shader

    A powerful, highly flexible, general model for hair/fur shading.

  • Has Input

    Returns 1 if the specified input (0-3) is connected.

  • Has Key

    Returns if a dictionary has a key.

  • High-Low Noise

    Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications.

  • Houdini Engine Procedural: Curve Generate

    Cooks a SOP asset for each point in the source geometry and instances the generated curves onto the point.

  • Houdini Engine Procedural: Point Generate

    Cooks a SOP asset for each point in the source geometry and instances the generated points onto the point.

  • Hue Shift

    Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude.

  • IK Solver

    Positions and orients points from a root position, end effector position target, and twist position using KineFX Inverse Kinematics.

  • If Connected

    Passes through the value of the first input if the first input is ultimately connected.

  • Illuminance Loop

    Only available in Surface VOP networks.

  • Image 3D Iso-Texture Procedural

    This procedural will generate an iso-surface from a 3D texture image (.i3d file).

  • Image 3D Volume Procedural

    This procedural will generate a volume from a 3D texture image (.i3d file).

  • Import Attribute

    Imports attribute data from the OP connected to the given input.

  • Import Detail Attribute

  • Import Displacement Variable

    Imports the value of the specified variable from a displacement shader and stores it in var.

  • Import Light Variable

    Imports the value of the specified variable from a light shader and stores it in var.

  • Import Point Attribute

  • Import Primitive Attribute

  • Import Properties from OpenColorIO

    Imports a color space property from Open Color IO.

  • Import Ray Variable

    Imports the value of the specified variable sent from a trace() function and stores it in var.

  • Import Surface Variable

    Imports the value of the specified variable from a surface shader and stores it in var.

  • Import Vertex Attribute

  • Importance Remap

  • In Group

    Returns 1 if the point or primitive is in the group specified by the string.

  • Indirect Lighting

    Internal VOP used to compute indirect lighting.

  • Inline Code

    Write VEX code that is put directly into your shader or operator definition.

  • Insert

    Inserts an item, array, or string into an array or string.

  • Instance with Hscript Procedural

    Runs hscript for each point in the source geometry and instances the generated geometry to the point.

  • Integer to Float

    Converts an integer value to a float value.

  • Integer to Vector

  • Intersect

    Computes the intersection of a ray with geometry.

  • Intersect All

    Computes all the intersections of a ray with geometry.

  • Invert

    If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity).

  • Irradiance

    Computes the irradiance (the global illumination) at the point P with the normal N.

  • Is Alphabetic

    Result 1 if all the characters in the string are alphabetic.

  • Is Connected

    Outputs 1 if the input is ultimately connected, otherwise it outputs 0.

  • Is Digit

    Result 1 if all the characters in the string are numeric.

  • Is Finite

    Returns 1 if the number is a normal number, ie, not infinite or NAN.

  • Is Fog Ray

    Returns 1 if the shader is being evaluated from within a fog shader.

  • Is Front Face

    Returns true if the normal of the surface is forward facing, and false if it isn’t.

  • Is NAN

    Returns 1 if the number is not a number.

  • Is Shadow Ray

    Returns 1 if the shader is being evaluated for shadow rays.

  • Jittered Hair Normal

  • Join Strings

    Concatenate all the strings of an array inserting a common spacer.

  • Joint Angle

    Gets the angle at the given joint in a KineFX skeleton.

  • Lambert

    Generates a color using the Lambert diffuse lighting model calculation.

  • Layer Composite

    Combines two layers using standard compositing operations.

  • Layer Mix

    Outputs a mix of the two input layers, blended using the alpha value.

  • Layer Pack

    Creates a Layer from individual shading components.

  • Layer Unpack

    Unpacks the individual shading components from a layer.

  • Length

    Computes the length of an array

  • Length

    Computes the length of a 3D or 4D vector.

  • Lighting Model

    Performs a lighting model calculation to generate a color.

  • Limits

    Selectively clamps values to a minimum and/or maximum value.

  • Logarithm

    Computes the natural logarithm function of the argument.

  • Look At

    Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.

  • Look At Constraint

    Applies a KineFX Look At constraint to a transform.

  • Luminance

    Computes the luminance of the RGB color specified by the input parameter.

  • Make Instance Transform

    Builds a general 4×4 transform matrix derived from the standard copy/instance attributes

  • Make Space Transform

    Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space.

  • Make Transform

    Builds a general 4×4 transform matrix.

  • Mandelbrot Set

    Generates a Mandelbrot pattern.

  • Map Point

    Creates a dictionary that maps one KineFX point to another.

  • Material shader builder

    A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties.

  • Matrix to Float

    Unpacks a 4×4 matrix into its sixteen components.

  • Matrix to Vector4

    Unpacks a 4×4 matrix into its rows.

  • Matrix2 to Float

    Unpacks a 2×2 matrix2 into its four components.

  • Matrix2 to Matrix3

    Converts a 2×2 matrix to a 3×3 matrix.

  • Matrix2 to Matrix4

    Converts a 2×2 matrix to a 4×4 matrix.

  • Matrix2 to Vector2

    Unpacks a 2×2 matrix into its rows.

  • Matrix3 to Float

    Unpacks a 3×3 matrix3 into its nine components.

  • Matrix3 to Matrix2

    Converts a 3×3 matrix to a 2×2 matrix.

  • Matrix3 to Matrix4

  • Matrix3 to Quaternion

    Converts a matrix3, representing a rotation, to a quaternion representing the same rotation.

  • Matrix3 to Vector

    Unpacks a 3×3 matrix into its rows.

  • Matrix4 to Matrix2

    Converts a 4×4 matrix to a 2×2 matrix.

  • Matrix4 to Matrix3

  • Matte

    Implements a matte shader that occludes geometry behind the surface being rendered.

  • Max Vector Component

    Computes the maximum value of a vector argument.

  • Maximum

    Outputs the maximum value from its inputs.

  • Meta-Loop Import

    Takes a handle generated by the Meta-Loop Start operator and will import attributes…

  • Meta-Loop Next

    Takes a handle generated by the Meta-Loop Start operator and will "iterate" to the …

  • Meta-Loop Start

    Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified.

  • Metaball Attribute

    Returns the value of the given point attribute at the specified position in the metaball field.

  • Metaball Density

    Returns the density of the metaball field at the specified position.

  • Metaball Space

    Transforms the specified position into the local space of the metaball.

  • Metaball Weight

    Returns the metaweight of the geometry at a given position.

  • Metadata

    Returns true if the specified metadata exists.

  • Metadata

    Returns metadata from one of the 4 input COPs connected to the VEX COP.

  • Method

    Represents a method inside a class-based shader.

  • Method Call

    Invokes a given method on a given struct or co-shader object.

  • Method Input

    Represents a method argument list inside a class-based shader.

  • Method Subner

    Represents a method inside a class-based shader.

  • Min Vector Component

    Computes the minimum value of a vector argument.

  • Minimum

    Outputs the minimum value from its inputs.

  • Minimum Position

    Finds closest position on a primitive in a given geometry file.

  • Mix

    Computes a blend (or a mix) of its input values using linear interpolation.

  • Modulo

    Computes the modulo of two values.

  • Multiply

    Outputs the product of its inputs.

  • Multiply Add Constant

    Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount.

  • Multiply Constant

    Multiplies the incoming value by a constant.

  • Near Point

    Finds closest point in a given geometry file.

  • Negate

    Negates the incoming integer, float, vector or vector4 value.

  • Neighbor Count File

    Count the number of connected points from a given point in a given geometry file (or op:path)

  • Neighbor File

    Finds the nth neighbouring point for a given point in a given geometry file.

  • Neighbors

    Retrieves an array of indices to the points connected to the given point.

  • Non-Deterministic Random

    A non-deterministic random number generator.

  • Normal Clamp

    Clamp shading normals to prevent bad reflection directions

  • Normal Falloff

    Generates a falloff value based on the relationship between the normal and incident vectors.

  • Normalize

    Normalizes a vector.

  • Not

    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.

  • Null

    Passes the inputs to the output with an optional name change.

  • OCIO Color Transform

    Transforms color spaces using Open Color IO.

  • OSL Bias

  • OSL Calculate Normal

  • OSL Dx/Dy/Dz

  • OSL Environment Map

  • OSL Gain

  • OSL Generic Shader Builder

    Implements an OSL shader.

  • OSL Logarithm

  • OSL Step

  • OSL Texture Map

  • OSL Transform

  • OSL Transform Color

  • Occlusion

    Computes ambient occlusion at the point P with the normal N.

  • Ocean Sample Layers

    Sample ocean values from layered ocean spectra at the specified position and time.

  • Offset Transform

    Offsets a KineFX transformation matrix by the given transform.

  • OpenSubdiv Face Count

    Returns the number of coarse faces in the subdivision hull

  • OpenSubdiv First Patch

    Returns the patch of the first patch for a given face in the subdivision hull.

  • OpenSubdiv Limit Surface

    Evaluates a point attribute on the limit of a subdivision surface.

  • OpenSubdiv Lookup Face

    Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch.

  • OpenSubdiv Lookup Patch

    Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face.

  • OpenSubdiv Patch Count

    Returns the number of patches in the subdivision hull

  • Or

    This operator performs a logical "or" operation between its inputs and returns 1 or 0 .

  • Oren-Nayar

    Generates a color using the Oren-Nayar diffuse lighting model calculation.

  • Orient

    Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix.

  • Oscillations

    Returns an anti-aliased cosine or sine wave.

  • Outer Product

    Computes the outer product of a pair of vectors.

  • Output Variables and Parameters

    Provides inputs representing the writable output variables of the shader network.

  • PBR Emission

    Makes a shaded surface emissive.

  • PBR Hair Primary Reflection

    Produce a hair BSDF.

  • PBR Hair Secondary Reflection

    Produce a hair BSDF.

  • PBR Hair Transmission

    Produce a hair BSDF.

  • PBR Lighting

    Evaluate Lighting Using PBR.

  • PBR Metallic Reflection

    Computes metallic reflections.

  • PBR Non-Metallic

    Computes reflections and refractions for dielectric (non-metallic) materials.

  • PBR SSS

    Creates an approximate SSS BSDF.

  • PBR Single Scatter

    Creates a Single Subsurface Scatter BSDF.

  • PBR Volume Phase Function

  • Parameter

    Represents a user-controllable parameter.

  • Parent Blend

    Blends between KineFX transforms with an offset computed from the given bind transforms.

  • Parent Constraint

    Constrains a KineFX point’s parent to a new world transform.

  • Periodic Noise

    Generates 1D and 3D Perlin noise from 1D, 3D and 4D data.

  • Periodic Worley Noise

    Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous with "cell noise".

  • Photon Output Variables

    Performs photon russian roulette.

  • Physical Lens

    A pre-made lens shader implementation with controls for most common lens shader effects, such as bokeh, chromatic aberrations, and tilt/shift.

  • Physical SSS

    Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering.

  • Physically Based Diffuse

    Produce a normalized diffuse bsdf.

  • Pixel Area

    Returns the area of the current pixel after being transformed to the new UV coordinate uvpos.

  • Pixel Derivative

    Returns U and V derivatives of the current pixel.

  • Plane Clip

    Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.

  • Plane Count

    Returns the number of planes in the input.

  • Plane Exists

    Returns the name of the plane with the index plane_index in input input_index.

  • Plane Index

    Returns the index of the plane with the name plane_index in input input_index.

  • Plane Name

    Returns the name of the plane with the index plane_index in input input_index.

  • Plane Size

    Returns the number of components in the plane with the index plane_index in input input_index.

  • Point Bounding Box

    Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.

  • Point Cloud Close

    This node closes a point cloud handle opened by pcopen.

  • Point Cloud Export

    This node exports point data while inside a pcunshaded loop.

  • Point Cloud Farthest

    This node finds the farthest query point produced by pcopen.

  • Point Cloud Filter

    This node filters the points queried by pcopen.

  • Point Cloud Find

    Returns a list of closest points from a file

  • Point Cloud Find Radius

    Returns a list of closest points from a file taking into account their radii.

  • Point Cloud Import

    This node imports point data while inside a pciterate or pcunshaded loop.

  • Point Cloud Import by Index

    This node imports point data from a pcopen.

  • Point Cloud Iterate

    This node advances to the next iteration point returned by pcopen.

  • Point Cloud Num Found

    This node returns the number of points found by pcopen.

  • Point Cloud Open

    This node opens a point cloud file and searches for points around a source position.

  • Point Cloud Unshaded

    This node advances to the next unshaded iteration point returned by pcopen.

  • Point Cloud Write

    This function writes data for the current shading point out to a point cloud file.

  • Point Count

    Returns the number of points for all primitives in the given geometry.

  • Point In Group

    Returns 1 if the point specified by the point number is in the group specified by the string.

  • Point Instance Procedural

    The underlying procedural when using Fast Point Instancing with the instance render parameters.

  • Point Loop

    Only available in Image3D VOP networks.

  • Point Replicate

    The Point Replicate Procedural takes a number of input points and multiplies them, and processes the result using a CVEX script.

  • Pop

    Removes the last element of an array and returns it.

  • Pose Difference

    Compute the difference between point transforms on two SOP skeletons.

  • Power

    Raises the first argument to the power of the second argument.

  • Primitive Attribute

    Evaluates an attribute for a given primitive at the specified uv parametric location.

  • Primitive Intrinsic

    Evaluates an intrinsic on a given primitive.

  • Primitive Normal

    Returns the normal of a primitive (defined by its number) at the given uv parametric location.

  • Principled Shader

    An artist-friendly shader that can model a large number of materials realistically.

  • Principled Shader

    An artist-friendly shader that can model a large number of materials realistically.

  • Print

    Generate a formatted text string.

  • Promote Layer Exports

    Promotes the export variables from the Shader Layer struct to the parent shader

  • Properties

  • Pyro Blackbody

    Converts a temperature value into color (chroma) and intensity according to the blackbody radiation model.

  • Pyro Color Correct

    Provides color correction functions.

  • Pyro Color Model

    Provides constant, artistic, and physically correct (blackbody) tint as well as color correction functions.

  • Pyro Color Volume

    Provides functions for editing color fields by conditioning the field values, adding noise, filtering, and color correction.

  • Pyro Density Volume

    Provides functions for editing fields such as density by conditioning the field values, adding noise, and filtering.

  • Pyro Displace

  • Pyro Field

  • Pyro Noise

  • Pyro Shader

    Flexible, production-quality smoke, fire and explosion shader.

  • Pyro Shader - Classic

    Flexible, production-quality fire and smoke shader.

  • Pyro Shader Core

    Provides the core functionality needed to build a high-quality volumetric shader.

  • Quaternion

    Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.

  • Quaternion Distance

    Computes distance between quaternions in radians.

  • Quaternion Invert

    Takes an quaternion inverts it..

  • Quaternion Multiply

    Performs a quaternion multiplication with its two inputs.

  • Quaternion to Angle/Axis

    Converts a quaternion to angle/axis form.

  • Quaternion to Matrix3

    Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.

  • RGB to HSV

    Converts RGB color space to HSV color space.

  • RSL Gather Loop

    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.

  • Radians to Degrees

    Converts radians to degrees.

  • Rainbow

    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.

  • Ramp Filter

    Adds anti-aliased analytical filtering to the output of a Ramp Parameter VOP.

  • Ramp Parameter

    Represents a user-editable ramp parameter.

  • Ramps

    Generates repeating filtered ramps.

  • Random

    Generates a random number based on the position in one, three, or four dimensions.

  • Random Binary Random Jitter

    Generates a random number in a BRJ sequence.

  • Random Sobol

    Generates a random number in a Sobol sequence.

  • Random Value

  • Ray Bounce Level

    Returns the current ray-bounce level.

  • Ray Bounce Weight

    Returns the amount that the current bounce level will contribute to the final pixel color.

  • Ray Hit

    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.

  • Ray Trace

    Sends a ray starting at origin P and in the direction specified by the normalized vector D.

  • Realistic Shoulder

    Propagates rotation from the arm to the clavicle point in a KineFX skeleton.

  • Reflect

    Returns the vector representing the reflection of the direction against the normal vector.

  • Reflected Light

    Computes the amount of reflected light which hits the surface.

  • Refract

    Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction.

  • Refracted Light

    Sends a ray starting at origin P and in the direction specified by the normalized vector I.

  • Regex Find

    Finds the given regular expression in the string.

  • Regex Findall

    Finds all instances of the given regular expression in the string.

  • Regex Match

    Result 1 if the entire input string matches the expression.

  • Regex Replace

    Replaces instances of find_regex with replace_regex.

  • Regex Split

    Splits the given string based on regex match.

  • Relative to Bounding Box

    Returns the relative position of the point given with respect to the bounding box of the specified geometry.

  • Relative to Point Bounding Box

    Returns the relative position of the point given with respect to the bounding box of the specified geometry.

  • Remove Index

    Removes an item at the given index from an array.

  • Remove Key

    Removes an item at the given key from a dictionary.

  • Remove Point

    Removes points from the geometry.

  • Remove Primitive

  • Remove Value

    Removes an item from an array.

  • Render State

    Gets state information from the renderer.

  • RenderMan Bias

  • RenderMan Calculate Normal

  • RenderMan Deriv

  • RenderMan Du/Dv

  • RenderMan Environment Map

  • RenderMan Gain

  • RenderMan Illuminance Loop

  • RenderMan Illuminate Construct

  • RenderMan Import Value

  • RenderMan Indirect Diffuse

  • RenderMan Logarithm

  • RenderMan Occlusion

  • RenderMan Ray Information

  • RenderMan Render State Information

  • RenderMan Shadow Map

  • RenderMan Step

  • RenderMan Surface Color

  • RenderMan Texture Map

  • RenderMan Texture Map Information

  • RenderMan Transform

  • RenderMan Transform Color

  • RenderMan Z-Depth From Camera

  • Reorder

    Reorders items in an array or string.

  • Report Error

    Optionally report a custom VEX error or warning.

  • Reshape Value

    Modulates input value using a variety of methods.

  • Resolution

    Returns the pixel resolution of an input.

  • Resolve Mapping Attribute

    Resolves a mapping dictionary attribute to a KineFX point number.

  • Rest Position

    Checks if the geometry attribute "rest" is bound and, if so, uses it as the rest position for shading.

  • Return

    Generates a return statement inside a method or a function defined by the parent subnet.

  • Reverse

    Adds an item to an array or string.

  • Reverse Foot

    Rotates the foot around custom pivots specific to a reverse foot KineFX set-up.

  • Rings

    Generates repeating filtered rings.

  • Ripples

    Generates repeating ripples.

  • Rotate

    Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.

  • Rotate by Quaternion

    Rotates a vector by a quaternion.

  • Round to Integer

    Rounds the argument to the closest integer.

  • Rounded Edge

    Blends the normals between faces within specified radius.

  • Rounded Hexes

    Generates repeating filtered rounded hexagons.

  • Rounded Stars

    Generates repeating filtered rounded five-pointed stars.

  • Run External Program Procedural

    This procedural will run an external application in order to generate geometry at render time.

  • SSS Component

    Adds energy conservation functionality and additional controls to the Physical SSS VOP.

  • Sample Sphere

    Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction.

  • Scale

    Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.

  • Scales

    Generates a scale-like pattern and returns the displaced position, normal, and displacement amount.

  • Sensor Panorama Color

    Requests the rendered color from a specified direction

  • Sensor Panorama Cone

    Returns an average direction, color, depth, and strength.

  • Sensor Panorama Create

    Renders the surrounding environment

  • Sensor Panorama Depth

    Requests the rendered depth from a specified direction

  • Sensor Panorama Save

    Saves the rendered panorama to a specified output file

  • Sensor Save

    Saves sensor data to image files.

  • Set Agent Clip Names

    Sets the current animation clips for an agent primitive.

  • Set Agent Clip Times

    Sets the current times for an agent primitive’s animation clips.

  • Set Agent Clip Weights

    Sets the blend weights for an agent primitive’s animation clips.

  • Set Agent Layer

    Sets the current layer or collision layer of an agent primitive.

  • Set Agent Transforms

    Overrides the transforms of an agent primitive.

  • Set Attribute

  • Set CHOP Attribute

    Sets a CHOP attribute value.

  • Set Channel Tranform

    Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode.

  • Set Channel Value

    Sets a channel value when evaluating a Channel VOP in Channel/Sample modes.

  • Set Dictionary Element

    Sets the value at the specified key.

  • Set Element

    Sets the element at the specified index.

  • Set Layer Component

    Sets a layer’s components to new values.

  • Set Layer Export

    Adds layer exports to the Shader Layer struct

  • Set Matrix Component

    Assigns a value to one of the matrix’s components.

  • Set Matrix2 Component

    Assigns a value to one of the matrix2's components.

  • Set Matrix3 Component

    Assigns a value to one of the matrix3's components.

  • Set Point Transform

    Sets one point transform at a given point ID.

  • Set Point Transforms

    Sets arrays of point transforms at an array of point IDs.

  • Set Primitive Vertex

  • Set Vector Component

    Assigns a value to one of the vector’s components.

  • Set Vector2 Component

    Assigns a value to one of the vector2's components.

  • Set Vector4 Component

    Assigns a value to one of the vector4's components.

  • Shader Output Export Variables

    Represents export parameters in a shader call.

  • Shader Output Global Variables

    Represents global variables that are bound as output parameters in a shader call.

  • Shading Area

    Computes the shading area of the given variable.

  • Shading Derivative

    Computes the derivative of a given variable with respect to the s or t parametric coordinate.

  • Shading Layer Parameter

    Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).

  • Shading Normal

    Computes the normal at the location specified by the P position.

  • Shadow

    This shader calls the shadow shader inside an illuminance loop.

  • Shadow Map

    Shadow Map treats the depth map as if the image were rendered from a light source.

  • Shadow Matte

    Implements a shadowmatte shader that occludes geometry behind the surface being rendered.

  • Sign

    Returns -1 if the input is less than 0, otherwise it returns 1.

  • Sine

    Performs a sine function.

  • Skin Shader Core

    A skin shader with three levels of subsurface scattering.

  • Slice

    Slices a sub-string or sub-array of a string or array.

  • Smooth

    Computes a number between zero and one.

  • Smooth Rotation

    Returns the closest equivalent Euler rotations to a reference rotation.

  • Snippet

    Runs a VEX snippet to modify the incoming values.

  • Soft Clip

    Increases or decreases contrast for values at the top of the input range.

  • Soft Dots

    Generates repeating soft dots.

  • Sort

    Returns the array sorted in increasing order.

  • Specular

    Generates a color using the selected specular lighting model calculation.

  • Specular Sheen

    Generates a color using a specular lighting model with a Fresnel falloff calculation.

  • Spherical Linear Interp

    Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion.

  • Splatter

    Generates a splatter pattern and returns the splatter amount.

  • Spline

    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.

  • Split String

    Splits a string into tokens.

  • Sprites Procedural

    This procedural will render points as sprites.

  • Square Root

    Computes the square root of the argument.

  • Starts With

    Result 1 if the string starts with the specified string.

  • Stash Transform

    Stashes a KineFX transform matrix as a constant.

  • String Length

    Returns the length of the string.

  • String to Character

    Converts an UTF8 string into a codepoint.

  • Strip

    Strips leading and trailing whitespace from a string.

  • Stripes

    Generates repeating filtered stripes.

  • Struct

    Creates, modifies, or de-structures an instance of a structured datatype.

  • Struct Pack

    Bundles input values into an instance of an ad-hoc struct.

  • Struct Unpack

    Extracts one or more values from a struct by member name.

  • Sub Network

    Contains other VOP operators.

  • Subnet Connector

    Represents an input or an output (or both) of the parent VOP subnet.

  • Subnet Input

    Allows the connection of operators outside a subnet to operators inside the subnet.

  • Subnet Output

    Allows the connection of operators inside a subnet to operators outside the subnet.

  • Subtract

    Outputs the result of subtracting all its inputs.

  • Subtract Constant

    Subtracts the specified constant value from the incoming integer, float, vector or vector4 value.

  • Surface Color

    Generates a basic color with a choice of tinting with the point color and/or a color map.

  • Surface Distance

    Finds the shortest distance between a point and a source point group.

  • Switch

    Switches between network branches based on the value of an input.

  • Switch Lighting BSDF

    Use a different bsdf for direct or indirect lighting.

  • Swizzle Vector

    Rearranges components of a vector.

  • Swizzle Vector2

    Rearranges components of a vector2.

  • Swizzle Vector4

    Rearranges components of a vector4.

  • Tangent

    Performs a tangent function.

  • Tangent Normal

    Transform an input normal to UV/tangent space

  • Tangent Normal Remap

    Transform an input normal from UV/tangent to current space

  • Tangent Normals

    Exports shader normals as a render plane.

  • Tetrahedron Adjacent

    Returns primitive number of an adjacent tetrahedron.

  • Tetrahedron Adjacent

    Returns vertex indices of each face of a tetrahedron.

  • Texture

    Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.

  • Texture 3D

    Returns the value of a 3D image at a specified position within that image.

  • Texture 3D Box

    Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors.

  • Texture Map

  • Thin Film Fresnel

    Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.

  • Tiled Boxes

    Generates staggered rectangular tiles.

  • Tiled Hexagons

    Generates staggered hexagonal tiles.

  • Timing

    Returns the frame range and rate of the given input.

  • Title Case

    Returns a string that is the titlecase version of the input string.

  • To Lower

    Returns a string that is the lower case version of the input string.

  • To NDC

    Transforms a position into normal device coordinates.

  • To NDC

  • To Polar

    Converts cartesian coordinates to polar coordinates.

  • To Upper

    Returns a string that is the upper case version of the input string.

  • Trace

    Uses the vex gather function to send a ray and return with the reflected or refracted colors.

  • Transform

    Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.

  • Transform From Path

    Constructs a KineFX transform matrix from a position on a path.

  • Transform From Surface

    Constructs a KineFX transform matrix from a position on a geometry’s surface.

  • Transform Matrix

  • Translate

    Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.

  • Transpose

  • Trigonometric Functions

    Performs a variety of trigonometric functions.

  • Turbulent Noise

    Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.

  • Two Bone IK

    Perform a simple two-bone IK solve

  • Two Sided

    Generates a two sided surface.

  • Two Way Switch

    Takes an integer input.

  • USD Global Variables

    Provides outputs representing commonly used input variables for processing USD primitive attributes inside an Attribute VOP LOP.

  • USD Preview Surface

    USD Preview Surface shader

  • USD Prim Var Reader

    USD Prim Var Reader shader

  • USD Transform 2D

    Represents a standard USD primitive for transforming texture co-ordinates.

  • USD UV Texture

    Represents a standard USD primitive for looking up texture values.

  • UV Coords

    Returns texture coordinates or geometric s and t, depending on what is defined.

  • UV Noise

    Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input.

  • UV Planar Project

    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.

  • UV Position

  • UV Project

    Assigns texture coordinates based on the specified projection type.

  • UV Transform

    Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts.

  • UV Tri-planar Project

    Projects texture maps along X, Y, and Z axes and blends them together at the seams.

  • Unified Noise

    Presents a unified interface and uniform output range for all the noise types available in VEX.

  • Unified Noise Static

    Presents a unified interface and uniform output range for all the noise types available in VEX.

  • Unique Value Count of Attribute

  • Unique Values of Attribute

  • VOP Force Global

    Provides outputs that represent all the global variables for the Force VOP network type.

  • VOP Force Output Variables

    Simple output variable for VOP Force Networks.

  • VOP nodes

    VOP nodes let you define a program (such as a shader) by connecting nodes together. Houdini then compiles the node network into executable VEX code.

  • Vector Cast

    Converts between different vector types.

  • Vector To Float

    Unpacks a vector into its three components.

  • Vector To Quaternion

    Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis.

  • Vector To Vector4

    Converts a vector to a vector4.

  • Vector to Matrix3

    Converts rows values to a 3×3 matrix value.

  • Vector to Vector2

    Converts a vector to a vector2 and also returns the third component of the vector.

  • Vector2 To Float

    Unpacks a vector2 into its two components.

  • Vector2 To Vector

    Converts a vector2 to a vector.

  • Vector2 To Vector4

    Converts a pair of vector2s into a vector4.

  • Vector2 to Matrix2

    Converts rows values to a 2×2 matrix value.

  • Vector4 to Float

    Unpacks a vector4 into its four components.

  • Vector4 to Matrix

    Converts rows values to a 4×4 matrix value.

  • Vector4 to Vector

    Converts a vector4 to a vector and also returns the fourth component of the vector4.

  • Vector4 to Vector2

    Converts a vector4 to a pair of vector2s..

  • Veins

    Generates an anti-aliased vein pattern that can be used in any VEX context.

  • Vex Volume Procedural

    This procedural will generate a volume from a CVEX shader.

  • Visualize

    Exports a vis_ prefixed attribute.

  • Volume Density to Opacity

    Computes the opacity of a uniform volume given a density.

  • Volume Gradient

    Calculates the gradient of a volume primitive stored in a disk file.

  • Volume Index

    Gets the value of a voxel from a volume primitive stored in a disk file.

  • Volume Index To Pos

    Calculates the position of a voxel in a volume primitive stored in a disk file.

  • Volume Index Vector

    Gets the vector value of a voxel from a volume primitive stored in a disk file.

  • Volume Model

    A shading model for volume rendering.

  • Volume Pos To Index

    Calculates the voxel closest to a voxel of a volume primitive stored in a disk file.

  • Volume Resolution

    Gets the resolution of a volume primitive stored in a disk file.

  • Volume Sample

    Samples the value of a volume primitive stored in a disk file.

  • Volume Sample Vector

    Samples the vector value of a volume primitive stored in a disk file.

  • Volume VOP Global Parameters

    Provides outputs that represent all the global variables for the Volume VOP network type.

  • Volume VOP Output Variables

    Simple output variable for Volume VOP Networks.

  • Voronoi Noise

    Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering.

  • Wave Vector

    Computes the wave vector for a given index in a grid of specified size.

  • Waves

    Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.

  • Wire Pattern

    Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.

  • Worley Noise

    Computes 1D, 3D, and 4D Worley noise, which is synonymous with "cell noise".

  • XYZ Distance

    Finds closest position on a primitive in a given geometry file.

  • Xor

    Performs a logical "xor" operation between its inputs.

  • agentaddclip

    Add a clip into an agent’s definition.

  • argsort

    Returns the indices of a sorted version of an array.