- 
        
            
        
        
            
                Absolute
            
        
        
            Computes the absolute value of the argument.
        
        
     
    
        
    
    
    
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                Add
            
        
        
            Outputs the sum of its inputs.
        
        
     
    
        
    
    
    
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                Add Attribute
            
        
        
            Adds a new attribute.
        
        
     
    
        
    
    
    
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                Add Constant
            
        
        
            Adds the specified constant value to the incoming integer, float,
vector or vector4 value.
        
        
     
    
        
    
    
    
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                Add Joint
            
        
        
            Adds a KineFX joint to the geometry.
        
        
     
    
        
    
    
    
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                Add Point
            
        
        
            Adds points to the geometry.
        
        
     
    
        
    
    
    
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                Add Point to Group
            
        
        
            Adds the point specified to the group given.
        
        
     
    
        
    
    
    
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                Add Primitive
            
        
        
             Adds primitives to the geometry. 
        
        
     
    
        
    
    
    
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                Add Steer Force
            
        
        
            Multiply steerforce by steerweight attributes and normalize results by total steerweight.
        
        
     
    
        
    
    
    
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                Add Vertex
            
        
        
             Adds vertices to the geometry. 
        
        
     
    
        
    
    
    
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                Add Wind Force
            
        
        
            Layers a wind force onto a simulation.
        
        
     
    
        
    
    
    
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                Advect by Volumes
            
        
        
            Advects a position by a set of volume primitives stored in a disk file.
        
        
     
    
        
    
    
    
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                Agent Clip Catalog
            
        
        
            Returns all of the animation clips that have been loaded for an agent primitive.
        
        
     
    
        
    
    
    
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                Agent Clip Length
            
        
        
            Returns the length (in seconds) of an agent’s animation clip.
        
        
     
    
        
    
    
    
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                Agent Clip Names
            
        
        
            Returns an agent primitive’s current animation clips.
        
        
     
    
        
    
    
    
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                Agent Clip Sample
            
        
        
            Samples an agent’s animation clip at a specific time.
        
        
     
    
        
    
    
    
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                Agent Clip Sample Rate
            
        
        
            Returns the sample rate of an agent’s animation clip.
        
        
     
    
        
    
    
    
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                Agent Clip Times
            
        
        
            Returns the current times for an agent primitive’s animation clips.
        
        
     
    
        
    
    
    
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                Agent Clip Weights
            
        
        
            Returns the blend weights for an agent primitive’s animation clips.
        
        
     
    
        
    
    
    
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                Agent Convert Transforms
            
        
        
            Converts transforms between local space and world space for an agent primitive.
        
        
     
    
        
    
    
    
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                Agent Layer Bindings
            
        
        
            Returns the transform that each shape in an agent’s layer is bound to.
        
        
     
    
        
    
    
    
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                Agent Layer Name
            
        
        
            Returns the names of the current layers or collision layers of an agent.
        
        
     
    
        
    
    
    
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                Agent Layer Shapes
            
        
        
            Returns the names of the shapes referenced by an agent primitive’s layer.
        
        
     
    
        
    
    
    
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                Agent Layers
            
        
        
            Returns all of the layers that have been loaded for an agent primitive.
        
        
     
    
        
    
    
    
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                Agent Rig Children
            
        
        
            Returns the child transforms of a transform in an agent primitive’s rig.
        
        
     
    
        
    
    
    
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                Agent Rig Find
            
        
        
            Finds the index of a transform in an agent primitive’s rig.
        
        
     
    
        
    
    
    
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                Agent Rig Parent
            
        
        
            Returns the parent transform of a transform in an agent primitive’s rig.
        
        
     
    
        
    
    
    
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                Agent Transform Count
            
        
        
            Returns the number of transforms in an agent primitive’s rig.
        
        
     
    
        
    
    
    
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                Agent Transform Names
            
        
        
            Returns the name of each transform in an agent primitive’s rig.
        
        
     
    
        
    
    
    
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                Agent Transforms
            
        
        
            Returns the current local or world space transforms of an agent primitive.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Ambient
            
        
        
            Generates a color using ambient lighting model calculation.
        
        
     
    
        
    
    
    
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                And
            
        
        
            Performs a logical and operation between its inputs and returns 1 or 0.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Arctangent
            
        
        
            Performs the atan2() function
        
        
     
    
        
    
    
    
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                Array Contains
            
        
        
            Checks whether a value exists in an array.
        
        
     
    
        
    
    
    
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                Array Find Index
            
        
        
            Finds the first location of an item in an array or string.
        
        
     
    
        
    
    
    
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                Array Find Indices
            
        
        
            Finds all locations of an item in an array or string.
        
        
     
    
        
    
    
    
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                Array Length
            
        
        
            Produces the length of an array.
        
        
     
    
        
    
    
    
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                Attenuated Falloff
            
        
        
            Computes attenuated falloff.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Average
            
        
        
            Outputs the average of its inputs.
        
        
     
    
        
    
    
    
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                Average Vector Component
            
        
        
            Computes the average value of a vector argument.
        
        
     
    
        
    
    
    
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                BSDF Tint
            
        
        
            Tints a BSDF with separate control over colorization and luminance.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Block Begin For-Each
            
        
        
            Marks the start of a for-each loop block.
        
        
     
    
        
    
    
    
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                Block Begin If
            
        
        
            Marks the start of an if code block.
        
        
     
    
        
    
    
    
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                Block End
            
        
        
            Marks the end of a code block.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Block End Break-If
            
        
        
            Marks the end of a code block.
        
        
     
    
        
    
    
    
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                Block End While
            
        
        
            Marks the end of a while code block.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Boxes
            
        
        
            Generates repeating filtered squares.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Bricker
            
        
        
            Generates a brick pattern based on the parametric s and t
coordinates.
        
        
     
    
        
    
    
    
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                Brushed Circles
            
        
        
            Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction.
        
        
     
    
        
    
    
    
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                Brushed Metal Shader
            
        
        
            A basic brushed metal shader.
        
        
     
    
        
    
    
    
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                Bump Noise
            
        
        
            Displaces surfaces along their normal using anti-aliased noise, and
returns the displaced surface position, normal, and displacement amount.
        
        
     
    
        
    
    
    
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                Bump To Normal Map
            
        
        
            Compute a tangent-space normal map from a bump map
        
        
     
    
        
    
    
    
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                Burlap
            
        
        
            Generates a burlap displacement pattern useful for simulating rough
cloth or weave patterns.
        
        
     
    
        
    
    
    
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                Burlap Pattern
            
        
        
            Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Car Paint Shader
            
        
        
            Simulates car paint with embedded metallic flakes and a coat layer.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Cloud Noise
            
        
        
            Generates 1D noise used for cloud noise generation.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Fibratus
            
        
        
            Generates a 2D, fiber like cloud pattern.
        
        
     
    
        
    
    
    
    - 
        
        
            
                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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Floccus
            
        
        
            Generates a 2D, locks of wool like cloud pattern.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Fractus
            
        
        
            Generates a 2D, ragged, broken up like cloud pattern.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Karma 2D Derivatives
            
        
        
            Generates partial derivatives of input0 variable over input1
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Karma AOV 2.0
            
        
        
            Creates a shading signal for output to an AOV, as well as the render vars.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Karma Camera Falloff
            
        
        
            Generate a smooth roll-off between surface normal and the camera ray.
        
        
     
    
        
    
    
    
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                Karma Fur
            
        
        
            A physically-based hair and fur material with medulla support
        
        
     
    
        
    
    
    
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                Karma Hair
            
        
        
            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 Barndoor
            
        
        
            Karma Light Filter that adds barndoors to a cone light.
        
        
     
    
        
    
    
    
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                Karma Light Filter Gel
            
        
        
            Karma Light Filter that adjusts the color, intensity, or diffuse/specular of a light source.
        
        
     
    
        
    
    
    
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                Karma Light Filter Gobo
            
        
        
            Karma Light Filter that projects the light source through a texture.
        
        
     
    
        
    
    
    
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                Karma Light Projection
            
        
        
            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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                Karma Material Properties
            
        
        
            Apply Karma geometry properties via shaders.
        
        
     
    
        
    
    
    
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                Karma Melanin
            
        
        
            A physically-based hair and fur color definition.
        
        
     
    
        
    
    
    
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                Karma OCIO Color Transform
            
        
        
            Transforms color spaces using Open Color IO.
        
        
     
    
        
    
    
    
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                Karma Physical Lens
            
        
        
            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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                Karma Physical Lens Core
            
        
        
            The stripped down version of the physical lens.
        
        
     
    
        
    
    
    
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                Karma Point Cloud Read
            
        
        
            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
        
        
     
    
        
    
    
    
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                Karma Pyro Fire Color
            
        
        
            Creates a color value used to control the emission component of volume shading used for fire.
        
        
     
    
        
    
    
    
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                Karma Pyro Fire Emission
            
        
        
            Creates emission to control the emission component of volume shading used for fire.
        
        
     
    
        
    
    
    
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                Karma Pyro Scatter Color
            
        
        
            Creates a color value used to control the emission component of volume shading used for explosions.
        
        
     
    
        
    
    
    
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                Karma Pyro Scatter Emission
            
        
        
            Creates emission to control the emission component of volume shading used for explosions.
        
        
     
    
        
    
    
    
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                Karma Pyro Shader
            
        
        
            Flexible, production-quality smoke, cloud, fire, and explosion shader.
        
        
     
    
        
    
    
    
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                Karma Pyro Smoke Color
            
        
        
            Creates a color value used to control the scattering and absorption component of volume shading.
        
        
     
    
        
    
    
    
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                Karma Pyro Volume Mask
            
        
        
            Creates a volume mask used for volume shading.
        
        
     
    
        
    
    
    
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                Karma Ramp Constant
            
        
        
            Look up the color/float at a certain index in a ramp.
        
        
     
    
        
    
    
    
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                Karma Ray Hit Level Falloff
            
        
        
            Attenuate values based on bounces.
        
        
     
    
        
    
    
    
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                Karma Ray Import
            
        
        
            Imports the value of the specified variable from Karma.
        
        
     
    
        
    
    
    
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                Karma Ray Switch
            
        
        
            Evaluate a color or an input based on ray-type.
        
        
     
    
        
    
    
    
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                Karma Room Lens
            
        
        
            Generates an interior room map
        
        
     
    
        
    
    
    
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                Karma Room Map
            
        
        
            Creates a parallax projection of a room interior onto a flat plane
        
        
     
    
        
    
    
    
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                Karma Tangent Rotate
            
        
        
            Rotates world-space tangents for anisotropic shaders like brushed metal.
        
        
     
    
        
    
    
    
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                Karma UV Lens
            
        
        
            This is the Karma UV rendering lens shader.
        
        
     
    
        
    
    
    
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                Karma Volume
            
        
        
             Karma XPU compatible node for building MaterialX volume shader 
        
        
     
    
        
    
    
    
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                Karma Voronoi Noise 2D
            
        
        
            Generates Voronoi noise
        
        
     
    
        
    
    
    
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                Karma Voronoi Noise 3D
            
        
        
            Generates Voronoi noise
        
        
     
    
        
    
    
    
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                Karma Whitewater
            
        
        
             Karma XPU compatible node for building MaterialX-based basic whitewater shader 
        
        
     
    
        
    
    
    
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                Lambert
            
        
        
            Generates a color using the Lambert diffuse lighting model calculation.
        
        
     
    
        
    
    
    
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                Layer Composite
            
        
        
            Combines two layers using standard compositing operations.
        
        
     
    
        
    
    
    
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                Layer Mix
            
        
        
            Outputs a mix of the two input layers, blended using the alpha value.
        
        
     
    
        
    
    
    
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                Layer Pack
            
        
        
            Creates a Layer from individual shading components.
        
        
     
    
        
    
    
    
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                Layer Unpack
            
        
        
            Unpacks the individual shading components from a layer.
        
        
     
    
        
    
    
    
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                Length
            
        
        
            Computes the length of an array
        
        
     
    
        
    
    
    
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                Length
            
        
        
            Computes the length of a 3D or 4D vector.
        
        
     
    
        
    
    
    
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                Lens Bokeh
            
        
        
            A VOP that can generate different kinds of bokeh.
        
        
     
    
        
    
    
    
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                Lens Chromatic Aberration
            
        
        
            A VOP that can generates the tint and index of refraction for chromatic aberration effects.
        
        
     
    
        
    
    
    
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                Lens Coordinates
            
        
        
            A VOP that creates the jittered coordinates for Karma lens shaders.
        
        
     
    
        
    
    
    
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                Lens Distort
            
        
        
            A VOP that generates the offsets required to distort a Karma lens shader.
        
        
     
    
        
    
    
    
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                Lens OpenCV Distort
            
        
        
            A VOP that generates the NDC coordinates with the OpenCV lens distortion model applied on a Karma lens shader.
        
        
     
    
        
    
    
    
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                Lens Parameters
            
        
        
            A VOP that generates the Karma lens shader inputs.
        
        
     
    
        
    
    
    
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                Lens Rolling Shutter
            
        
        
            A VOP that generates a time offset to simulate rolling shutter in digital lenses.
        
        
     
    
        
    
    
    
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                Lens Shutter Curve
            
        
        
            A VOP that manipulates the time distribution of lens shutters.
        
        
     
    
        
    
    
    
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                Lighting Model
            
        
        
            Performs a lighting model calculation to generate a color.
        
        
     
    
        
    
    
    
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                Limits
            
        
        
            Selectively clamps values to a minimum and/or maximum value.
        
        
     
    
        
    
    
    
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                Logarithm
            
        
        
            Computes the natural logarithm function of the argument.
        
        
     
    
        
    
    
    
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                Look At
            
        
        
            Computes a 3×3 rotation matrix to orient the z-axis along the vector
(to - from) under the transformation.
        
        
     
    
        
    
    
    
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                Look At (KinefX)
            
        
        
            Applies a KineFX Look At constraint to a transform.
        
        
     
    
        
    
    
    
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                Look At Constraint
            
        
        
            Applies a KineFX Look At constraint to a transform.
        
        
     
    
        
    
    
    
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                Luminance
            
        
        
            Computes the luminance of the RGB color specified by the input parameter.
        
        
     
    
        
    
    
    
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                Make Instance Transform
            
        
        
            Builds a general 4×4 transform matrix derived from the
standard copy/instance attributes
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Make Transform
            
        
        
            Builds a general 4×4 transform matrix.
        
        
     
    
        
    
    
    
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                Mandelbrot Set
            
        
        
            Generates a Mandelbrot pattern.
        
        
     
    
        
    
    
    
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                Map Point
            
        
        
            Creates a dictionary that maps one KineFX point to another.
        
        
     
    
        
    
    
    
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                MatCap Shader
            
        
        
            A Material Capture shader.
        
        
     
    
        
    
    
    
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                Material shader builder
            
        
        
            A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties.
        
        
     
    
        
    
    
    
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                Matrix to Float
            
        
        
            Unpacks a 4×4 matrix into its sixteen components.
        
        
     
    
        
    
    
    
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                Matrix to Vector4
            
        
        
            Unpacks a 4×4 matrix into its rows.
        
        
     
    
        
    
    
    
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                Matrix2 to Float
            
        
        
            Unpacks a 2×2 matrix2 into its four components.
        
        
     
    
        
    
    
    
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                Matrix2 to Matrix3
            
        
        
            Converts a 2×2 matrix to a 3×3 matrix.
        
        
     
    
        
    
    
    
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                Matrix2 to Matrix4
            
        
        
            Converts a 2×2 matrix to a 4×4 matrix.
        
        
     
    
        
    
    
    
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                Matrix2 to Vector2
            
        
        
            Unpacks a 2×2 matrix into its rows.
        
        
     
    
        
    
    
    
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                Matrix3 to Float
            
        
        
            Unpacks a 3×3 matrix3 into its nine components.
        
        
     
    
        
    
    
    
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                Matrix3 to Matrix2
            
        
        
            Converts a 3×3 matrix to a 2×2 matrix.
        
        
     
    
        
    
    
    
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                Matrix3 to Matrix4
            
        
        
        
     
    
        
    
    
    
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                Matrix3 to Quaternion
            
        
        
            Converts a matrix3, representing a rotation, to a quaternion
representing the same rotation.
        
        
     
    
        
    
    
    
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                Matrix3 to Vector
            
        
        
            Unpacks a 3×3 matrix into its rows.
        
        
     
    
        
    
    
    
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                Matrix4 to Matrix2
            
        
        
            Converts a 4×4 matrix to a 2×2 matrix.
        
        
     
    
        
    
    
    
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                Matrix4 to Matrix3
            
        
        
        
     
    
        
    
    
    
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                Matte
            
        
        
            Implements a matte shader that occludes geometry behind the surface
being rendered.
        
        
     
    
        
    
    
    
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                Max Vector Component
            
        
        
            Computes the maximum value of a vector argument.
        
        
     
    
        
    
    
    
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                Maximum
            
        
        
            Outputs the maximum value from its inputs.
        
        
     
    
        
    
    
    
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                Meta-Loop Import
            
        
        
            Takes a handle generated by the Meta-Loop Start operator and will
import attributes…
        
        
     
    
        
    
    
    
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                Meta-Loop Next
            
        
        
            Takes a handle generated by the Meta-Loop Start operator and will
iterate to the …
        
        
     
    
        
    
    
    
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                Meta-Loop Start
            
        
        
            Opens a geometry file and
initializes the handle to iterate through all metaballs at the position
specified.
        
        
     
    
        
    
    
    
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                Metaball Attribute
            
        
        
            Returns the value of the given point attribute at the specified
position in the metaball field.
        
        
     
    
        
    
    
    
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                Metaball Density
            
        
        
            Returns the density of the metaball field at the specified
position.
        
        
     
    
        
    
    
    
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                Metaball Space
            
        
        
            Transforms the specified position into the local space of the
metaball.
        
        
     
    
        
    
    
    
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                Metaball Weight
            
        
        
            Returns the metaweight of the geometry at a given position.
        
        
     
    
        
    
    
    
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                Metadata
            
        
        
            Returns true if the specified metadata exists.
        
        
     
    
        
    
    
    
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                Metadata
            
        
        
            Returns metadata from one of the 4 input COPs connected to the VEX COP.
        
        
     
    
        
    
    
    
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                Method
            
        
        
            Represents a method inside a class-based shader.
        
        
     
    
        
    
    
    
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                Method Call
            
        
        
            Invokes a given method on a given struct or co-shader object.
        
        
     
    
        
    
    
    
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                Method Input
            
        
        
            Represents a method argument list inside a class-based shader.
        
        
     
    
        
    
    
    
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                Method Subnet
            
        
        
            Represents a method inside a class-based shader.
        
        
     
    
        
    
    
    
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                Min Vector Component
            
        
        
            Computes the minimum value of a vector argument.
        
        
     
    
        
    
    
    
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                Minimum
            
        
        
            Outputs the minimum value from its inputs.
        
        
     
    
        
    
    
    
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                Minimum Position
            
        
        
            Given a position in world space, returns the position of the closest point on a given geometry.
        
        
     
    
        
    
    
    
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                Mix
            
        
        
            Computes a blend (or a mix) of its input values using linear
interpolation.
        
        
     
    
        
    
    
    
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                Modulo
            
        
        
            Computes the modulo of two values.
        
        
     
    
        
    
    
    
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                MtlX Absorption Vdf
            
        
        
            Constructs a VDF for pure light absorption.
        
        
     
    
        
    
    
    
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                MtlX Absval
            
        
        
        
     
    
        
    
    
    
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                MtlX Acescg To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Acos
            
        
        
        
     
    
        
    
    
    
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                MtlX Add
            
        
        
        
     
    
        
    
    
    
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                MtlX Adobergb To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX And
            
        
        
        
     
    
        
    
    
    
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                MtlX Anisotropic Vdf
            
        
        
            Constructs a VDF scattering light for a participating medium.
        
        
     
    
        
    
    
    
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                MtlX Artistic Ior
            
        
        
        
     
    
        
    
    
    
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                MtlX Asin
            
        
        
        
     
    
        
    
    
    
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                MtlX Atan2
            
        
        
        
     
    
        
    
    
    
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                MtlX Bias
            
        
        
        
     
    
        
    
    
    
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                MtlX Bitangent
            
        
        
        
     
    
        
    
    
    
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                MtlX Blackbody
            
        
        
            Returns the radiant emittance of a blackbody radiator with the given temperature.
        
        
     
    
        
    
    
    
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                MtlX Blur
            
        
        
        
     
    
        
    
    
    
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                MtlX Bump
            
        
        
        
     
    
        
    
    
    
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                MtlX Burley Diffuse Bsdf
            
        
        
            A BSDF node for Burley diffuse reflections.
        
        
     
    
        
    
    
    
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                MtlX Burn
            
        
        
        
     
    
        
    
    
    
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                MtlX Ceil
            
        
        
        
     
    
        
    
    
    
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                MtlX Cellnoise2D
            
        
        
            2D cellular noise
        
        
     
    
        
    
    
    
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                MtlX Cellnoise3D
            
        
        
        
     
    
        
    
    
    
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                MtlX Checkers 2D
            
        
        
            Checkerboard pattern.
        
        
     
    
        
    
    
    
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                MtlX Chiang Hair Absorption from Color
            
        
        
            Calculates hair absorption from a color.
        
        
     
    
        
    
    
    
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                MtlX Chiang Hair BSDF
            
        
        
            A BSDF node for Chiang hair shading model.
        
        
     
    
        
    
    
    
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                MtlX Chiang Hair Roughness
            
        
        
            Calculates hair roughness for R, TT and TRT component.
        
        
     
    
        
    
    
    
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                MtlX Circle
            
        
        
            A circle shape.
        
        
     
    
        
    
    
    
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                MtlX Circles 2D
            
        
        
            Pattern of circles or rings.
        
        
     
    
        
    
    
    
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                MtlX Clamp
            
        
        
        
     
    
        
    
    
    
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                MtlX Cloverleaf
            
        
        
            A cloverleaf shape.
        
        
     
    
        
    
    
    
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                MtlX Color Correct
            
        
        
        
     
    
        
    
    
    
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                MtlX Color Cubic Ramp
            
        
        
        
     
    
        
    
    
    
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                MtlX Color Ramp
            
        
        
        
     
    
        
    
    
    
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                MtlX Combine2
            
        
        
        
     
    
        
    
    
    
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                MtlX Combine3
            
        
        
        
     
    
        
    
    
    
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                MtlX Combine4
            
        
        
        
     
    
        
    
    
    
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                MtlX Conductor Bsdf
            
        
        
            A reflection BSDF node based on a microfacet model and a Fresnel curve for conductors/metals.
        
        
     
    
        
    
    
    
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                MtlX Conical Edf
            
        
        
        
     
    
        
    
    
    
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                MtlX Constant
            
        
        
        
     
    
        
    
    
    
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                MtlX Contrast
            
        
        
            Increase or decrease contrast of incoming float/color values using a linear slope multiplier.
        
        
     
    
        
    
    
    
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                MtlX Convert
            
        
        
        
     
    
        
    
    
    
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                MtlX Cos
            
        
        
        
     
    
        
    
    
    
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                MtlX Create Matrix
            
        
        
        
     
    
        
    
    
    
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                MtlX Create Matrix (3×3)
            
        
        
        
     
    
        
    
    
    
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                MtlX Crosshatch
            
        
        
            A cross-hatch pattern.
        
        
     
    
        
    
    
    
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                MtlX Crossproduct
            
        
        
        
     
    
        
    
    
    
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                MtlX Deon Hair Absorption from Melanin
            
        
        
            Calculates hair absorption from melanin parameters.
        
        
     
    
        
    
    
    
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                MtlX Determinant
            
        
        
        
     
    
        
    
    
    
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                MtlX Dielectric Bsdf
            
        
        
            A reflection/transmission BSDF node based on a microfacet model and a Fresnel curve for dielectrics.
        
        
     
    
        
    
    
    
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                MtlX Difference
            
        
        
        
     
    
        
    
    
    
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                MtlX Directional Light
            
        
        
        
     
    
        
    
    
    
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                MtlX Disjointover
            
        
        
        
     
    
        
    
    
    
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                MtlX Disney Principled
            
        
        
        
     
    
        
    
    
    
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                MtlX Displacement
            
        
        
            A constructor node for the displacement shader.
        
        
     
    
        
    
    
    
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                MtlX Distance
            
        
        
            Measure distance between two points.
        
        
     
    
        
    
    
    
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                MtlX Divide
            
        
        
        
     
    
        
    
    
    
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                MtlX Dodge
            
        
        
        
     
    
        
    
    
    
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                MtlX Dot
            
        
        
        
     
    
        
    
    
    
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                MtlX Dotproduct
            
        
        
        
     
    
        
    
    
    
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                MtlX Exp
            
        
        
        
     
    
        
    
    
    
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                MtlX Extract
            
        
        
        
     
    
        
    
    
    
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                MtlX Facing Ratio
            
        
        
            Generate a smooth roll-off between two vectors.
        
        
     
    
        
    
    
    
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                MtlX Facing Ratio
            
        
        
        
     
    
        
    
    
    
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                MtlX Float Cubic Ramp
            
        
        
        
     
    
        
    
    
    
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                MtlX Float Ramp
            
        
        
        
     
    
        
    
    
    
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                MtlX Floor
            
        
        
        
     
    
        
    
    
    
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                MtlX Fract
            
        
        
            The fraction of a float or vector.
        
        
     
    
        
    
    
    
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                MtlX Fractal3D
            
        
        
            Zero-centered 3D Fractal noise.
        
        
     
    
        
    
    
    
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                MtlX Frame
            
        
        
        
     
    
        
    
    
    
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                MtlX G18 Rec709 To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX G22 Ap1 To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX G22 Rec709 To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Gain
            
        
        
        
     
    
        
    
    
    
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                MtlX Generalized Schlick Bsdf
            
        
        
            A reflection/transmission BSDF node based on a microfacet model and a generalized Schlick Fresnel curve.
        
        
     
    
        
    
    
    
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                MtlX Generalized Schlick Edf
            
        
        
            A fresnel EDF.
        
        
     
    
        
    
    
    
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                MtlX Geometry Color
            
        
        
        
     
    
        
    
    
    
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                MtlX Geometry Property Value
            
        
        
        
     
    
        
    
    
    
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                MtlX Geometry Property Value Uniform
            
        
        
            Reads uniform, non-varying asset path and string primvars.
        
        
     
    
        
    
    
    
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                MtlX Glossiness Anisotropy
            
        
        
        
     
    
        
    
    
    
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                MtlX Gltf Colorimage
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Gltf Image
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Gltf Iridescence Thickness
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Gltf Normalmap
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Gooch Shade
            
        
        
        
     
    
        
    
    
    
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                MtlX Grid
            
        
        
            A grid pattern.
        
        
     
    
        
    
    
    
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                MtlX HSV to RGB
            
        
        
        
     
    
        
    
    
    
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                MtlX Hcatmullrom
            
        
        
        
     
    
        
    
    
    
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                MtlX Heighttonormal
            
        
        
        
     
    
        
    
    
    
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                MtlX Hexagon
            
        
        
            A hexagon shape.
        
        
     
    
        
    
    
    
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                MtlX Hinvlinear
            
        
        
        
     
    
        
    
    
    
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                MtlX Hsvadjust
            
        
        
            Adjust the hue, saturation and value of a color.
        
        
     
    
        
    
    
    
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                MtlX Huniformcubic
            
        
        
        
     
    
        
    
    
    
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                MtlX Huniformramp
            
        
        
        
     
    
        
    
    
    
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                MtlX If Equal
            
        
        
        
     
    
        
    
    
    
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                MtlX If Equal (Boolean)
            
        
        
        
     
    
        
    
    
    
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                MtlX If Greater
            
        
        
        
     
    
        
    
    
    
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                MtlX If Greater (Boolean)
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX If Greater or Equal
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX If Greater or Equal (Boolean)
            
        
        
        
     
    
        
    
    
    
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                MtlX Image
            
        
        
            Samples data from a single image, or from a layer within a multi-layer image.
        
        
     
    
        
    
    
    
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                MtlX In
            
        
        
        
     
    
        
    
    
    
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                MtlX Inside
            
        
        
        
     
    
        
    
    
    
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                MtlX Invert
            
        
        
        
     
    
        
    
    
    
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                MtlX Invertmatrix
            
        
        
        
     
    
        
    
    
    
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                MtlX Layer
            
        
        
        
     
    
        
    
    
    
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                MtlX Light
            
        
        
        
     
    
        
    
    
    
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                MtlX Lin Adobergb To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Lin Displayp3 To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Line
            
        
        
            A line shape.
        
        
     
    
        
    
    
    
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                MtlX Ln
            
        
        
        
     
    
        
    
    
    
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                MtlX Luminance
            
        
        
            Output a grayscale luminance of a color.
        
        
     
    
        
    
    
    
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                MtlX Magnitude
            
        
        
        
     
    
        
    
    
    
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                MtlX Mask
            
        
        
        
     
    
        
    
    
    
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                MtlX Matte
            
        
        
        
     
    
        
    
    
    
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                MtlX Max
            
        
        
        
     
    
        
    
    
    
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                MtlX Measured Edf
            
        
        
            Constructs an EDF emitting light according to a measured IES light profile.
        
        
     
    
        
    
    
    
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                MtlX Min
            
        
        
        
     
    
        
    
    
    
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                MtlX Minus
            
        
        
        
     
    
        
    
    
    
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                MtlX Mix
            
        
        
        
     
    
        
    
    
    
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                MtlX Modulo
            
        
        
        
     
    
        
    
    
    
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                MtlX Multiply
            
        
        
        
     
    
        
    
    
    
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                MtlX Noise2D
            
        
        
        
     
    
        
    
    
    
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                MtlX Noise3D
            
        
        
            3D Perlin noise.
        
        
     
    
        
    
    
    
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                MtlX Normal
            
        
        
        
     
    
        
    
    
    
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                MtlX Normalize
            
        
        
        
     
    
        
    
    
    
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                MtlX Normalmap
            
        
        
        
     
    
        
    
    
    
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                MtlX Not
            
        
        
        
     
    
        
    
    
    
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                MtlX Open PBR Anisotropy
            
        
        
        
     
    
        
    
    
    
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                MtlX OpenPBR Surface
            
        
        
            A physically-based uber-shader.
        
        
     
    
        
    
    
    
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                MtlX Oren Nayar Diffuse Bsdf
            
        
        
            A BSDF node for diffuse reflections.
        
        
     
    
        
    
    
    
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                MtlX Out
            
        
        
        
     
    
        
    
    
    
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                MtlX Outside
            
        
        
        
     
    
        
    
    
    
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                MtlX Over
            
        
        
        
     
    
        
    
    
    
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                MtlX Overlay
            
        
        
        
     
    
        
    
    
    
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                MtlX PBR Texture Set
            
        
        
            Texture sets for MtlX Standard Surface.
        
        
     
    
        
    
    
    
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                MtlX Place2D
            
        
        
            Transform incoming UV texture coordinates for 2D texture placement.
        
        
     
    
        
    
    
    
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                MtlX Plus
            
        
        
        
     
    
        
    
    
    
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                MtlX Point Light
            
        
        
        
     
    
        
    
    
    
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                MtlX Position
            
        
        
        
     
    
        
    
    
    
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                MtlX Power
            
        
        
        
     
    
        
    
    
    
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                MtlX Premult
            
        
        
        
     
    
        
    
    
    
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                MtlX RGB to HSV
            
        
        
        
     
    
        
    
    
    
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                MtlX Ramp
            
        
        
            A ramp that supports up to 10 control points.
        
        
     
    
        
    
    
    
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                MtlX Ramp Gradiant
            
        
        
            A helper node that handles a single control point within a ramp
        
        
     
    
        
    
    
    
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                MtlX Ramp4
            
        
        
        
     
    
        
    
    
    
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                MtlX Ramplr
            
        
        
        
     
    
        
    
    
    
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                MtlX Ramptb
            
        
        
        
     
    
        
    
    
    
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                MtlX Random Color
            
        
        
            Random RGB color pattern.
        
        
     
    
        
    
    
    
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                MtlX Random Float
            
        
        
            Random float pattern.
        
        
     
    
        
    
    
    
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                MtlX Range
            
        
        
        
     
    
        
    
    
    
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                MtlX Rec709 Display To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Reflect
            
        
        
        
     
    
        
    
    
    
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                MtlX Refract
            
        
        
        
     
    
        
    
    
    
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                MtlX Remap
            
        
        
        
     
    
        
    
    
    
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                MtlX Rotate2D
            
        
        
            Rotate a vector2 value about the origin in 2D.
        
        
     
    
        
    
    
    
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                MtlX Rotate3D
            
        
        
        
     
    
        
    
    
    
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                MtlX Roughness Anisotropy
            
        
        
        
     
    
        
    
    
    
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                MtlX Roughness Dual
            
        
        
        
     
    
        
    
    
    
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                MtlX Round
            
        
        
        
     
    
        
    
    
    
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                MtlX Safe Power
            
        
        
        
     
    
        
    
    
    
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                MtlX Saturate
            
        
        
            Adjust the saturation of a color.
        
        
     
    
        
    
    
    
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                MtlX Screen
            
        
        
        
     
    
        
    
    
    
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                MtlX Separate Color 3
            
        
        
        
     
    
        
    
    
    
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                MtlX Separate Color 4
            
        
        
        
     
    
        
    
    
    
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                MtlX Separate Vector 3
            
        
        
        
     
    
        
    
    
    
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                MtlX Separate Vector 4
            
        
        
        
     
    
        
    
    
    
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                MtlX Separate2
            
        
        
        
     
    
        
    
    
    
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                MtlX Sheen Bsdf
            
        
        
            A microfacet BSDF for the back-scattering properties of cloth-like materials.
        
        
     
    
        
    
    
    
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                MtlX Sign
            
        
        
        
     
    
        
    
    
    
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                MtlX Sin
            
        
        
        
     
    
        
    
    
    
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                MtlX Smoothstep
            
        
        
        
     
    
        
    
    
    
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                MtlX Splitlr
            
        
        
        
     
    
        
    
    
    
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                MtlX Splittb
            
        
        
        
     
    
        
    
    
    
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                MtlX Spot Light
            
        
        
        
     
    
        
    
    
    
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                MtlX Sqrt
            
        
        
        
     
    
        
    
    
    
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                MtlX Srgb Displayp3 To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Srgb Texture To Lin Rec709
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Standard Surface
            
        
        
            A physically-based shader.
        
        
     
    
        
    
    
    
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                MtlX Standard Surface To Gltf Pbr
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
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                MtlX Standard Surface to USD Preview Surface
            
        
        
            Translation shader from Standard Surface to USD Preview Surface.
        
        
     
    
        
    
    
    
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                MtlX Subsurface BSDF
            
        
        
            A BSDF for true subsurface scattering.
        
        
     
    
        
    
    
    
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                MtlX Subtract
            
        
        
        
     
    
        
    
    
    
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                MtlX Surface
            
        
        
        
     
    
        
    
    
    
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                MtlX Surface Material
            
        
        
            Constructs a surface shader describing light scattering and emission for closed 'thick' objects.
        
        
     
    
        
    
    
    
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                MtlX Surface Unlit
            
        
        
            An unlit surface shader node.
        
        
     
    
        
    
    
    
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                MtlX Switch
            
        
        
        
     
    
        
    
    
    
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                MtlX Tan
            
        
        
        
     
    
        
    
    
    
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                MtlX Tangent
            
        
        
        
     
    
        
    
    
    
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                MtlX Texcoord
            
        
        
        
     
    
        
    
    
    
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                MtlX Tiled Circles
            
        
        
            A tiled-circle pattern.
        
        
     
    
        
    
    
    
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                MtlX Tiled Cloverleafs
            
        
        
            A tiled-cloverleaf pattern.
        
        
     
    
        
    
    
    
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                MtlX Tiled Hexagons
            
        
        
            A tiled-hexagon pattern.
        
        
     
    
        
    
    
    
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                MtlX Tiled Image
            
        
        
            Samples data from a single image, with provisions for tiling and offsetting the image across uv space.
        
        
     
    
        
    
    
    
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                MtlX Time
            
        
        
        
     
    
        
    
    
    
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                MtlX Transformmatrix
            
        
        
        
     
    
        
    
    
    
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                MtlX Transformnormal
            
        
        
        
     
    
        
    
    
    
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                MtlX Transformpoint
            
        
        
        
     
    
        
    
    
    
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                MtlX Transformvector
            
        
        
        
     
    
        
    
    
    
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                MtlX Translucent Bsdf
            
        
        
            A BSDF node for pure diffuse transmission.
        
        
     
    
        
    
    
    
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                MtlX Transpose
            
        
        
        
     
    
        
    
    
    
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                MtlX Triangle Wave
            
        
        
            A triangle-wave pattern.
        
        
     
    
        
    
    
    
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                MtlX Triplanar Projection
            
        
        
        
     
    
        
    
    
    
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                MtlX UDIM Offset
            
        
        
            Manually set UDIM texture coordinates.
        
        
     
    
        
    
    
    
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                MtlX UDIM Patch
            
        
        
            Extract the UDIM patch from texture coordinates.
        
        
     
    
        
    
    
    
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                MtlX USD Preview Surface
            
        
        
            MaterialX flavor of USD Preview Surface shader
        
        
     
    
        
    
    
    
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                MtlX USD Primvar Reader
            
        
        
            MaterialX flavor of USD Primvar Reader
        
        
     
    
        
    
    
    
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                MtlX USD Transform 2D
            
        
        
            MaterialX flavor of USD Transform 2D shader
        
        
     
    
        
    
    
    
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                MtlX USD UV Texture
            
        
        
            MaterialX flavor of USD UV Texture shader
        
        
     
    
        
    
    
    
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                MtlX USD UV Texture
            
        
        
            MaterialX flavor of USD UV Texture 2.3 shader
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX Unified Noise 2D
            
        
        
        
     
    
        
    
    
    
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                MtlX Unified Noise 3D
            
        
        
        
     
    
        
    
    
    
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                MtlX Uniform Edf
            
        
        
            An EDF node for uniform emission.
        
        
     
    
        
    
    
    
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                MtlX Unpremult
            
        
        
        
     
    
        
    
    
    
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                MtlX View Direction
            
        
        
        
     
    
        
    
    
    
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                MtlX Volume
            
        
        
            A constructor node for the volume shader type.
        
        
     
    
        
    
    
    
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                MtlX Volume Material
            
        
        
             A volume material.
        
        
     
    
        
    
    
    
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                MtlX Worley Noise 2D
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX Worley Noise 3D
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX Xor
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX Xxor
            
        
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX glTF Pbr
            
        
        
            A PBR shader from glTF-2.0.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                MtlX gltf image (vector)
            
        
        
            A new MaterialX Node
        
        
     
    
        
    
    
    
    - 
        
        
            
                Mtlx Complement
            
        
        
             Returns complementary float value. 
        
        
     
    
        
    
    
    
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                Mtlx Complement Color
            
        
        
             Returns complementary RGB color 
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
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                Near Point
            
        
        
            Finds closest point in a given geometry file.
        
        
     
    
        
    
    
    
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                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
        
        
     
    
        
    
    
    
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                Normal Falloff
            
        
        
            Generates a falloff value based on the relationship between the normal and incident vectors.
        
        
     
    
        
    
    
    
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                Normalize
            
        
        
            Normalizes a vector.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Null
            
        
        
            Passes the inputs to the output with an optional name change. 
        
        
     
    
        
    
    
    
    - 
        
        
            
                OCIO Color Transform
            
        
        
            Transforms color spaces using OpenColorIO.
        
        
     
    
        
    
    
    
    - 
        
        
            
                OCIO Color Transform View
            
        
        
            Transforms color spaces into a View using OpenColorIO.
        
        
     
    
        
    
    
    
    - 
        
        
            
                OSL Bias
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                OSL Calculate Normal
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                OSL Dx/Dy/Dz
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                OSL Environment Map
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                OSL Gain
            
        
        
        
     
    
        
    
    
    
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                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
            
        
        
            Evaluates a point attribute on the limit of a subdivision surface and all 
partial derivatives with respect to the given attribute.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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 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 explosions 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 Conjugate
            
        
        
            Computes the conjugate of a quaternion.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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 Euler
            
        
        
            Converts a quaternion to a vector representing euler angles.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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 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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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 layers or collision layers 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.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                Sky Box
            
        
        
            Creates a sky noise pattern with volumetric clouds.
        
        
     
    
        
    
    
    
    - 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
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                To Upper
            
        
        
            Returns a string that is the upper case version of the input string.
        
        
     
    
        
    
    
    
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                Trace
            
        
        
            Uses the vex gather function to send a ray and return with the reflected or refracted colors.
        
        
     
    
        
    
    
    
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                Transform
            
        
        
            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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                Transform From Path
            
        
        
            Constructs a KineFX transform matrix from a position on a path.
        
        
     
    
        
    
    
    
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                Transform From Surface
            
        
        
            Constructs a KineFX transform matrix from a position on a geometry’s surface.
        
        
     
    
        
    
    
    
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                Transform Matrix
            
        
        
        
     
    
        
    
    
    
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                Translate
            
        
        
            Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w
axes.
        
        
     
    
        
    
    
    
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                Transpose
            
        
        
        
     
    
        
    
    
    
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                Trigonometric Functions
            
        
        
            Performs a variety of trigonometric functions.
        
        
     
    
        
    
    
    
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                Turbulent Noise
            
        
        
            Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.
        
        
     
    
        
    
    
    
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                Two Bone IK
            
        
        
            Perform a simple two-bone IK solve
        
        
     
    
        
    
    
    
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                Two Sided
            
        
        
            Generates a two sided surface.
        
        
     
    
        
    
    
    
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                Two Way Switch
            
        
        
            Takes an integer input.
        
        
     
    
        
    
    
    
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                USD Global Variables
            
        
        
            Provides outputs representing commonly used input variables for processing USD primitive attributes inside an Attribute VOP LOP.
        
        
     
    
        
    
    
    
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                USD Preview Surface
            
        
        
            USD Preview Surface shader
        
        
     
    
        
    
    
    
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                USD Prim Var Reader
            
        
        
        
     
    
        
    
    
    
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                USD Prim Var Reader
            
        
        
            USD Prim Var Reader shader
        
        
     
    
        
    
    
    
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                USD Transform 2D
            
        
        
        
     
    
        
    
    
    
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                USD Transform 2D
            
        
        
            Represents a standard USD primitive for transforming texture co-ordinates.
        
        
     
    
        
    
    
    
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                USD UV Texture
            
        
        
            Represents a standard USD primitive for looking up texture values.
        
        
     
    
        
    
    
    
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                UV Coords
            
        
        
            Returns texture coordinates or geometric s and t, depending on what is defined.
        
        
     
    
        
    
    
    
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                UV Noise
            
        
        
            Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                UV Position
            
        
        
        
     
    
        
    
    
    
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                UV Project
            
        
        
            Assigns texture coordinates based on the specified projection
type.
        
        
     
    
        
    
    
    
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                UV Transform
            
        
        
            Transforms texture coordinates by the inverse of the matrix
consisting of the translation, rotation, and scale amounts.
        
        
     
    
        
    
    
    
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                UV Tri-planar Project
            
        
        
            Projects texture maps along X, Y, and Z axes and blends them together at the seams.
        
        
     
    
        
    
    
    
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                Undulatus
            
        
        
            Generates a 2D, wave like cloud pattern.
        
        
     
    
        
    
    
    
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                Unified Noise
            
        
        
            Presents a unified interface and uniform output range for all the noise types available in VEX.
        
        
     
    
        
    
    
    
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                Unified Noise Static
            
        
        
            Presents a unified interface and uniform output range for all the noise types available in VEX.
        
        
     
    
        
    
    
    
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                Unique Value Count of Attribute
            
        
        
        
     
    
        
    
    
    
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                Unique Values of Attribute
            
        
        
        
     
    
        
    
    
    
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                VOP Force Global
            
        
        
            Provides outputs that represent all the global variables for the
Force VOP network type.
        
        
     
    
        
    
    
    
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                VOP Force Output Variables
            
        
        
             Simple output variable for VOP Force Networks.
        
        
     
    
        
    
    
    
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                Vector Cast
            
        
        
            Converts between different vector types.
        
        
     
    
        
    
    
    
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                Vector To Float
            
        
        
            Unpacks a vector into its three components.
        
        
     
    
        
    
    
    
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                Vector To Quaternion
            
        
        
            Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis.
        
        
     
    
        
    
    
    
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                Vector To Vector4
            
        
        
            Converts a vector to a vector4.
        
        
     
    
        
    
    
    
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                Vector to Matrix3
            
        
        
            Converts rows values to a 3×3 matrix value.
        
        
     
    
        
    
    
    
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                Vector to Vector2
            
        
        
            Converts a vector to a vector2 and also returns the third component of the vector.
        
        
     
    
        
    
    
    
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                Vector2 To Float
            
        
        
            Unpacks a vector2 into its two components.
        
        
     
    
        
    
    
    
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                Vector2 To Vector
            
        
        
            Converts a vector2 to a vector.
        
        
     
    
        
    
    
    
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                Vector2 To Vector4
            
        
        
            Converts a pair of vector2s into a vector4.
        
        
     
    
        
    
    
    
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                Vector2 to Matrix2
            
        
        
            Converts rows values to a 2×2 matrix value.
        
        
     
    
        
    
    
    
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                Vector4 to Float
            
        
        
            Unpacks a vector4 into its four components.
        
        
     
    
        
    
    
    
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                Vector4 to Matrix
            
        
        
            Converts rows values to a 4×4 matrix value.
        
        
     
    
        
    
    
    
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                Vector4 to Vector
            
        
        
            Converts a vector4 to a vector and also returns the fourth component
of the vector4.
        
        
     
    
        
    
    
    
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                Vector4 to Vector2
            
        
        
            Converts a vector4 to a pair of vector2s..
        
        
     
    
        
    
    
    
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                Veins
            
        
        
            Generates an anti-aliased vein pattern that can be used in any VEX
context.
        
        
     
    
        
    
    
    
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                Vex Volume Procedural
            
        
        
            This procedural will generate a volume from a CVEX shader.
        
        
     
    
        
    
    
    
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                Visualize
            
        
        
            Exports a vis_ prefixed attribute.
        
        
     
    
        
    
    
    
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                Volume Density to Opacity
            
        
        
            Computes the opacity of a uniform volume given a density.
        
        
     
    
        
    
    
    
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                Volume Gradient
            
        
        
            Calculates the gradient of a volume primitive stored in a disk
file.
        
        
     
    
        
    
    
    
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                Volume Index
            
        
        
            Gets the value of a voxel from a volume primitive stored in a disk file.
        
        
     
    
        
    
    
    
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                Volume Index To Pos
            
        
        
            Calculates the position of a voxel in a volume primitive stored in
a disk file.
        
        
     
    
        
    
    
    
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                Volume Index Vector
            
        
        
            Gets the vector value of a voxel from a volume primitive stored in a disk file.
        
        
     
    
        
    
    
    
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                Volume Model
            
        
        
            A shading model for volume rendering.
        
        
     
    
        
    
    
    
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                Volume Pos To Index
            
        
        
            Calculates the voxel closest to a voxel of a volume primitive stored in
a disk file.
        
        
     
    
        
    
    
    
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                Volume Resolution
            
        
        
            Gets the resolution of a volume primitive stored in a disk file.
        
        
     
    
        
    
    
    
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                Volume Sample
            
        
        
            Samples the value of a volume primitive stored in a disk file.
        
        
     
    
        
    
    
    
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                Volume Sample Vector
            
        
        
            Samples the vector value of a volume primitive stored in a disk file.
        
        
     
    
        
    
    
    
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                Volume VOP Global Parameters
            
        
        
            Provides outputs that represent all the global variables for the
Volume VOP network type.
        
        
     
    
        
    
    
    
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                Volume VOP Output Variables
            
        
        
             Simple output variable for Volume VOP Networks.
        
        
     
    
        
    
    
    
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                Voronoi Noise
            
        
        
            Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley
noise but has additional control over jittering.
        
        
     
    
        
    
    
    
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                Wave Vector
            
        
        
            Computes the wave vector for a given index in a grid of specified size.
        
        
     
    
        
    
    
    
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                Waves
            
        
        
            Simulates rolling waves with choppiness of various frequencies, and
outputs the positional and normal displacements as well
as the amount of displacement.
        
        
     
    
        
    
    
    
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                Wire Pattern
            
        
        
            Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
        
        
     
    
        
    
    
    
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                Worley Noise
            
        
        
            Computes 1D, 3D, and 4D Worley noise, which is synonymous with cell
noise.
        
        
     
    
        
    
    
    
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                XPU Pyro Preview
            
        
        
             Simplified smoke, fire, and explosions shader for Karma XPU. 
        
        
     
    
        
    
    
    
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                XYZ Distance
            
        
        
            Finds closest position on a primitive in a given geometry file.
        
        
     
    
        
    
    
    
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                Xor
            
        
        
            Performs a logical xor operation between its inputs.
        
        
     
    
        
    
    
    
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                _lensshader_common
            
        
        
        
     
    
        
    
    
    
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                argsort
            
        
        
            Returns the indices of a sorted version of an array.
        
        
     
    
        
    
    
    
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                mtlxopen_pbr_surface_to_standard_surface
            
        
        
            Conversion of Open PBR node to the Standard Surface Node  
        
        
     
    
        
    
    
    
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                mtlxstandard_surface_to_open_pbr_surface
            
        
        
            Conversion of Standard Surface Node To Open PBR 
        
        
     
    
        
    
    
    
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                roundededge
            
        
        
            Blends the normals between faces within specified radius.