Game Dev perspectives of Houdini SOP (Surface Operator Node) nodes.
Current with Houdini 17.5.360
Table of Contents
SOP Nodes
TODO.
Attribute
- Attribute Blur – Blurs out (or “relaxes”) points in a mesh or a point cloud.
- Attribute Cast – Changes the size/precision Houdini uses to store an attribute.
- Attribute Composite – Composites vertex, point, primitive, and/or detail attributes between two or more selections.
- Attribute Copy – Copies attributes between groups of vertices, points, or primitives.
- Attribute Create – Adds or edits user defined attributes.
- Attribute Delete – Deletes point and primitive attributes.
- Attribute Expression – Allows simple VEX expressions to modify attributes.
- Attribute Fade – Fades a point attribute in and out over time.
- Attribute FromMap – Interpolates attributes within primitives or based on explicit weights.
- Attribute FromVolume –
- Attribute Interpolate – Interpolates attributes within primitives or based on explicit weights.
- Attribute Mirror – Copies and flips attributes from one side of a plane to another.
- Attribute Noise – Adds noise to attributes of the incoming geometry.
- Attribute Promote – Promotes or demotes attributes from one geometry level to another.
- Attribute Randomize – Generates random attribute values of various distributions.
- Attribute Rename – Renames or deletes point and primitive attributes.
- Attribute Reorient – Modifies point attributes based on differences between two models.
- Attribute StringEdit – Edits string attribute values.
- Attribute Swap – Copies, moves, or swaps the contents of attributes.
- Attribute Transfer – Transfers vertex, point, primitive, and/or detail attributes between two models.
- Attribute Transfer By UV – Transfers attributes between two geometries based on UV proximity.
- Attribute VOP – Runs a VOP network to modify geometry attributes.
- Attribute Wrangle – Runs a VEX snippet to modify attribute values.
- Cluster – Low-level machinery to cluster points based on their positions (or any vector attribute).
- Cluster Points – Higher-level node to cluster points based on their positions (or any vector attribute).
- Comb – Adjust surface point normals by painting.
- Connectivity – Creates an attribute with a unique value for each set of connected primitives or points.
- Crease – Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.
- Delete – Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.
- Measure – Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes.
- Meta Group – Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.
- Name – Creates a “naming” attribute on points or primitives allowing you to refer to them easily, similar to groups.
- Paint – Lets you paint color or other attributes on geometry.
- Partition – Places points and primitives into groups based on a user-supplied rule.
- Point – OLD – Manually adds or edits point attributes.
- Point Velocity – Computes and manipulates velocities for points of a geometry.
- Pose Scope –
- Primitive – Edits primitive, primitive attributes, and profile curves.
- Primitive Split – Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.
- Sort – Reorders points and primitives in different ways, including randomly.
- Toon Shader Attributes – Sets attributes used by the Toon Color Shader and Toon Outline Shader.
- Vertex – Old – Manually adds or edits attributes on vertices (rather than on points).
- Vertex Split – Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.
- Visibility – Shows/hides primitives in the 3D viewer and UV editor.
- Vortex Force Attributes – Creates the point attributes needed to create a Vortex Force DOP.
Constraints
- Constraints Network –
Crowds
- Agent – Creates agent primitives.
- Agent Clip – Adds new clips to agent primitives.
- Agent Clip Properties – Defines how agents’ animation clips should be played back.
- Agent Clip Transition Graph – Creates geometry describing possible transitions between animation clips.
- Agent Collision Layer – Creates a new agent layer that is suitable for collision detection.
- Agent Configure Joints – Creates point attributes that specify the rotation limits of an agent’s joints.
- Agent Constraint Network – Builds a constraint network to hold an agent’s limbs together.
- Agent Definition Cache – Writes agent definition files to disk.
- Agent Edit – Edits properties of agent primitives.
- Agent Layer – Adds a new layer to agent primitives.
- Agent Look At – Adjusts the head of an agent to look at a specific object or position.
- Agent Prep – Adds various common point attributes to agents for use by other crowd nodes.
- Agent Proxy – Provides simple proxy geometry for an agent.
- Agent Relationship – Creates parent-child relationships between agents.
- Agent Terrain Adaptation – Adapts agents’ legs to conform to terrain and prevent the feet from sliding.
- Agent Transform Group – Adds new transform groups to agent primitives.
- Agent Unpack – Extracts geometry from agent primitives.
- Agent Vellum Unpack – Extracts geometry from agent primitives for a Vellum simulation.
- Crowd Source – Populates a crowd of agent primitives.
- Test Simulation: Crowd Transition – Provides a simple crowd simulation for testing transitions between animation clips.
- Test Simulation: Ragdoll – Provides a simple Bullet simulation for testing the behavior of a ragdoll.
Edge
- Blast – Deletes primitives, points, edges or breakpoints.
- Edge Collapse – Collapses edges and faces to their center points.
- Edge Cusp – Sharpens edges by uniquing their points and recomputing point normals.
- Edge Divide – Inserts points on the edges of polygons and optionally connects them.
- Edge Filp – Flips the direction of polygon edges.
- Edge Fracture – Cuts geometry along edges using guiding curves.
- Poly Split 2.0 – Divides an existing polygon into multiple new polygons.
Export
- Bake ODE – Converts primitives for ODE and Bullet solvers.
- File – Reads, writes, or caches geometry on disk.
- File Cache – Writes and reads geometry sequences to disk.
- ROP Alembic Output –
- ROP GLTF Output –
FEM
- Hmm.
Fluid
- Collision Source – Creates geometry and VDB volumes for use with DOPs collisions.
- FLIP Source –
- Fluid Compress – Compresses the output of fluid simulations to decrease size on disk.
- Ocean Elevate – Deforms input geometry based on ocean “spectrum” volumes.
- Ocean Foam – Generates particle-based foam.
- Ocean Source – Generates particles and volumes from ocean “spectrum” volumes for use in simulations.
- Ocean Spectrum – Generates volumes containing information for simulating ocean waves.
- Ocean Waves – Instances individual waveforms onto input points and generated points.
- Particle Fluid Mask –
- Particle Fluid Surface – Generates a surface around the particles from a particle fluid simulation.
- Particle Fluid Tank – Creates a set of regular points filling a tank.
- Points from Volume –
Group
- Group – Generates groups of points, primitives, edges, or vertices according to various criteria.
- Group Range – Groups points and primitives by ranges.
- Group Combine – Combines point groups, primitive groups, or edge groups according to boolean operations.
- Group Copy – Copies groups between two pieces of geometry, based on point/primitive numbers.
- Group Create – See Group.
- Group Delete – Deletes groups of points, primitives, edges, or vertices according to patterns.
- Group Expression – Runs VEX expressions to modify group membership.
- Group Paint – Sets group membership interactively by painting.
- Group Promote – Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups.
- Group Rename – Renames groups according to patterns.
- Group Transfer – Transfers groups between two pieces of geometry, based on proximity.
Hair
- Fur – Creates a set of hair-like curves across a surface.
- Groom Blend – Blends the guides and skin of two grooms.
- Groom Fetch – Fetches groom data from grooming objects.
- Groom Pack – Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk.
- Groom Switch – Switches between all components of two groom streams.
- Groom Unpack – Unpacks the components of a groom from a packed groom.
- Guide Adevct – Advects guide points through a velocity volume.
- Guide Collide With VDB – Resolves collisions of guide curves with VDB signed distance fields.
- Guide Deform – Deforms geometry with an animated skin and optionally guide curves.
- Guide Draw –
- Guide Groom – Allows intuitive manipulation of guide curves in the viewport.
- Guide Group – Creates standard primitive groups used by grooming tools.
- Guide Initialize – Quickly give hair guides some initial direction.
- Guide Mask – Creates masking attributes for other grooming operations.
- Guide Partition – Creates and prepares parting lines for use with hair generation.
- Guide Process –
- Guide Process (Blend) –
- Guide Process (Frizz) –
- Guide Process (Lift) –
- Guide Process (Set Direction) –
- Guide Process (Set Length) –
- Guide Process (Smooth) –
- Guide Process (Straighten) –
- Guide Skin Attribute Lookup – Looks up skin geometry attributes under the root point of guide curves.
- Guide Tangent Space – Constructs a coherent tangent space along a curve.
- Guide Transfer – Transfer hair guides between geometries.
- Hair Card Generate – Converts dense hair curves to a polygon card, keeping the style and shape of the groom.
- Hair Clump – Clumps guide curves together.
- Hair Generate – Generates hair on a surface or from points.
- Hair Growth Field – Generates a velocity field based on stroke primitives.
- Reguide – Scatters new guides, interpolating the properties of existing guides.
- Wire Blend – Morphs between curve shapes while maintaining curve length.
- View Transfer – Transfers the shape of one curve to another.
Houdini Engine
- Game Engine Collision – A Group with the ‘collision_geo’ name.
- Unity Material – An Attribute Create with a string ‘unity_material’ as the attribute name.
- Unreal Material – An Attribute Create with a string ‘unreal_material’ as the attribute name.
Import
- Alembic – Loads the geometry from an Alembic scene archive (
.abc
) file into a geometry network. - Alembic Group – Creates a geometry group for Alembic primitives.
- Alembic Primitive – Modifies intrinsic properties of Alembic primitives.
- Channel – Reads sample data from a chop and converts it into point positions and point attributes.
- DOP I/O – Imports fields from DOP simulations, saves them to disk, and loads them back again.
- DOP Import –
- DOP Import Fields – Imports scalar and vector fields from a DOP simulation.
- DOP Import Records – Imports option and record data from DOP simulations into points with point attributes.
- File – Reads, writes, or caches geometry on disk.
- File Merge – Reads and collates data from disk.
- GTLF –
- Lidar Import – Reads a lidar file and imports a point cloud from its data.
- MDD – Animates points using an MDD file.
- Object Merge – Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.
- Table Import – Reads a CSV file creating point per row.
Managers
- CHOP Network –
- COP2 Network –
- DOP Network – The DOP Network Object contains a dynamic simulation.
- Material Network –
- Object Network –
- ROP Alembic Output –
- ROP FBX Output –
- ROP Geometry Output – See the Geometry output node.
- ROP GTLF Output –
- ROP Network –
- SHOP Network –
- SOP Network –
- VOP Network –
Manipulate
- Bend – Applies deformations such as bend, taper, squash/stretch, and twist.
- Bulge – Deforms the points in the first input using one or more magnets from the second input.
- Clay – Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.
- Creep – Deforms and animates a piece of geometry across a surface.
- Curve Clay – Deforms a spline surface by reshaping a curve on the surface.
- Deformation Wrangle – Runs a VEX snippet to deform geometry.
- Delete – Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.
- Duplicate –
- Edit – Edits points, edges, or faces interactively.
- Fractal – Creates jagged mountain-like divisions of the input geometry.
- Inflate – Deforms the points in the first input to make room for the inflation tool.
- Magnet – Deforms geometry by using another piece of geometry to attract or repel points.
- Match Axis – Aligns the input geometry to a specific axis.
- Match Size – Resizes and recenters the geometry according to reference geometry.
- Mountain – Displaces points along their normals based on fractal noise.
- Peak – Moves primitives, points, edges or breakpoints along their normals.
- Point – Old – Manually adds or edits point attributes.
- Point Jitter – Jitters points in random directions.
- Point Relax – Moves points with overlapping radii away from each other, optionally on a surface.
- Primitive – Edits primitive, primitive attributes, and profile curves.
- Ray – Projects one surface onto another.
- Revolve – Revolves a curve around a center axis to sweep out a surface.
- Ripple – Generates ripples by displacing points along the up direction specified.
- Sculpt – Lets you interactively reshape a surface by brushing.
- Smooth – Smooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
- Soft Peak – Moves the selected point along its normal, with smooth rolloff to surrounding points.
- Soft Transform – Moves the selected point, with smooth rolloff to surrounding points.
- Trail – Creates trails behind points.
- Transform – The Transform operation transforms the source geometry in “object space” using a transformation matrix.
- Transform Axis – Transforms the input geometry relative to a specific axis.
- Transform by Attribute – Transforms the input geometry by a point attribute.
- Transform Pieces – Transforms input geometry according to transformation attributes on template geometry.
- Twist – See Bend.
Material
- Attribute Rename – Renames or deletes point and primitive attributes.
- Color – Adds color attributes to geometry.
- Material – Assigns one or more materials to geometry.
- Rest Position – Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.
- RMan Shader – Attaches RenderMan shaders to groups of faces.
- UV Autoseam – Generates an edge group representing suggested seams for flattening a polygon model in UV space.
- UV Brush – Adjusts texture coordinates in the UV viewport by painting.
- UV Edit – Lets you interactively move UVs in the texture view.
- UV Flatten – Creates flattened pieces in texture space from 3D geometry.
- UV Fuse – Merges UVs.
- UV Layout – Packs UV islands efficiently into a limited area.
- UV Pelt – Relaxes UVs by pulling them out toward the edges of the texture area.
- UV Project – Assigns UVs by projecting them onto the surface from a set direction.
- UV Quick Shade – Applies an image file as a textured shader to a surface.
- UV Smooth –
- UV Texture – Assigns texture UV coordinates to geometry for use in texture and bump mapping.
- UV Transform – Transforms UV texture coordinates on the source geometry.
- UV Unwrap – Separates UVs into reasonably flat, non-overlapping groups.
- Verify BSDF – Verify that a bsdf conforms to the required interface.
NURBS
- Align – Aligns a group of primitives to each other or to an auxiliary input.
- Basis – Provides operations for moving knots within the parametric space of a NURBS curve or surface.
- Carve – Slices, cuts or extracts points or cross-sections from a primitive.
- Clay – Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.
- Curve Clay – Deforms a spline surface by reshaping a curve on the surface.
- Curvesect – Finds the intersections (or points of minimum distance) between two or more curves or faces.
- Filet – Creates smooth bridging geometry between two curves or surfaces.
- Join – The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.
- Profile – Extracts or manipulates profile curves.
- Project – Creates profile curves on surfaces.
- Refine – Increases the number of points/CVs in a curve or surface without changing its shape.
- Skin – Builds a skin surface between any number of shape curves.
- Stitch – Stretches two curves or surfaces to cover a smooth area.
- Surfsect – Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.
- Trim – Trims away parts of a spline surface defined by a profile curve or untrims previous trims.
Pack
- Alembic – Loads the geometry from an Alembic scene archive (
.abc
) file into a geometry network. - Alembic Group – Creates a geometry group for Alembic primitives.
- Alembic Primitive – Modifies intrinsic properties of Alembic primitives.
- Instance – Instances Geometry on Points.
- Pack – Packs geometry into an embedded primitive.
- Pack Points – Packs points into a tiled grid of packed primitives.
- Packed Disk Edit – Editing Packed Disk Primitives.
- Repack – Repacks geometry as an embedded primitive.
- Unpack – Unpacks packed primitives.
- Unpack Points – Unpacks points from packed primitives.
Particle
- Debris Source – Generates point emission sources for debris from separating fractured rigid body objects.
- Force – Uses a metaball to attract or repel points or springs.
- Grain Source – Generates particles to be used as sources in a particle-based grain simulation.
- Point Generate – Creates new points, optionally based on point positions in the input geometry.
- Point Replicate – Generates a cloud of points around the input points.
- Pyro Source – Creates points for sourcing pyro and smoke simulations.
- Scattter – Scatters new points randomly across a surface or through a volume.
- Spray Paint – Spray paints random points onto a surface.
- Sprite – A SOP node that sets the sprite display for points.
- Whitewater Source – Generates volumes to be used as sources in a whitewater simulation.
Planar
- Planar Patch – Creates a planar polygonal patch.
- Planar Patch from Curves – Fills in a 2d curve network with triangles.
- Planar Pleat – Deforms flat geometry into a pleat.
Polygon
- Add – Creates Points or Polygons, or adds points/polys to an input.
- Assemble – Cleans up a series of break operations and creates the resulting pieces.
- Blast – Deletes primitives, points, edges or breakpoints.
- Boolean – Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.
- Boolean Fracture – Fractures the input geometry using cutting surfaces.
- Boolean Intersect – See Boolean Fracture.
- Boolean Shatter – See Boolean Fracture.
- Boolean Subtract – See Boolean.
- Boolean Union – See Boolean.
- Cap – Closes open areas with flat or rounded coverings.
- Clean – Helps clean up dirty models.
- Clip – Removes or groups geometry on one side of a plane, or creases geometry along a plane.
- Dissolve – Deletes edges from the input polygonal geometry merging polygons with shared edges.
- Divide – Divides, smooths, and triangulates polygons.
- Edge Collapse – Collapses edges and faces to their centerpoints.
- Edge Cusp – Sharpens edges by uniquing their points and recomputing point normals.
- Edge Divide – Inserts points on the edges of polygons and optionally connects them.
- Edge Filp – Flips the direction of polygon edges.
- Ends – Closes, opens, or clamps end points.
- Extract All Points – See Add.
- Extrude 1.0 – Extrudes geometry along a normal.
- Extrude Volume – Extrudes surface geometry into a volume.
- Facet – Controls the smoothness of faceting of a surface.
- Fuse – Merges points.
- Hole – Makes holes in surfaces.
- Knife – Divides, deletes, or groups geometry based on an interactively drawn line.
- Normal – Computes surface normal attribute.
- Poly Bevel 2.0 – Creates straight, rounded, or custom fillets along edges and corners.
- Poly Bridge – Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.
- Poly Cap[Fill] – Fills holes with polygonal patches.
- Poly Cut – Breaks curves where an attribute crosses a threshold.
- Poly Draw [TopoBuild] – TODO
- Poly Expand 2D- Creates offset polygonal geometry for planar polygonal graphs.
- Poly Extrude – Extrudes polygonal faces and edges.
- Poly Fill – Fills holes with polygonal patches.
- Poly Frame – Creates coordinate frame attributes for points and vertices.
- Poly Loft – Creates new polygons using existing points.
- Poly Patch – Creates a smooth polygonal patch from primitives.
- Poly Reduce 2.0 – Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.
- Poly Spline – Fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.
- Poly Split 2.0 – Divides an existing polygon into multiple new polygons.
- Poly Stich – Stitches polygonal surfaces together, attempting to remove cracks.
- Poly Wire – Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.
- Remesh – Recreates the shape of the input surface using “high-quality” (nearly equilateral) triangles.
- Reverse – Reverses or cycles the vertex order of faces.
- Snap – See Fuse.
- Starburst – Insets points on polygonal faces. (Geo Node)
- Subdivide – Subdivides polygons into smoother, higher-resolution polygons.
- Superquad – Generates an isoquadric surface.
- TopoBuild – Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
- Triangulate 2D – Connects points to form well-shaped triangles.
- Tri Divide – Refines triangular meshes using various metrics.
- Voroni Fracture – Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points.
- Wireframe – Constructs polygonal tubes around polylines, creating renderable geometry.
Primitive
- Box – Creates a cube or six-sided rectangular box.
- Circle – Creates open or closed arcs, circles and ellipses.
- Control – Creates simple geometry for use as control shapes.
- Cube – See Box.
- Curve – Creates polygonal, NURBS, or Bezier curves.
- Draw Curve –
- File – Reads, writes, or caches geometry on disk.
- Font – Creates 3D text from Type 1, TrueType and OpenType fonts.
- Grid – Creates planar geometry.
- Iso Surface – Generates an isometric surface from an implicit function.
- L-System – Creates fractal geometry from the recursive application of simple rules.
- Line – Creates polygon or NURBS lines from a position, direction, and distance.
- Metaball – Creates metaballs and meta-superquadric surfaces.
- Platonic Solid – Creates platonic solids of different types.
- Poly Soup – Combines polygons into a single primitive that can be more efficient for many polygons.
- Primitive – Edits primitive, primitive attributes, and profile curves.
- Sphere – Creates a sphere or ovoid surface.
- Torus – Creates a torus (doughnut) shaped surface.
- Trace – Traces curves from an image file.
- TriBezier – Creates a triangular Bezier surface.
- Tube – Creates open or closed tubes, cones, or pyramids.
RBD
- RBD Cluster – Combines fractured pieces or constraints into larger clusters.
- RBD Constraint Properties – Creates attributes describing rigid body constraints.
- RBD Constraints from Curves – Creates rigid body constraint geometry from curves drawn in the viewport.
- RBD Constraints from Lines – Creates rigid body constraint geometry from interactively drawn lines in the viewport.
- RBD Constraints from Rules – Creates rigid body constraint geometry from a set of rules and conditions.
- RDB Interior Detail – Creates additional detail on the interior surfaces of fractured geometry.
- RDB Material Fracture – Fractures the input geometry based on a material type.
- RBD Pack – Packs RBD geometry, constraints, and proxy geometry into a single geometry.
- RBD Paint – Paints values onto geometry or constraints using strokes.
- RBD Unpack – Unpacks an RBD setup into three outputs.
Rigging
- Agent – Creates agent primitives.
- Bone Capture – Supports Bone Deform by assigning capture weights to bones.
- Bone Capture Biharmonic – Supports Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes.
- Bone Capture Lines – Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.
- Bone Capture Proximity – Supports Bone Deform by assigning capture weights to points based on distance to bones.
- Bone Deform – Uses capture attributes created from bones to deform geometry according to their movement.
- Bone Link – Creates default geometry for Bone objects.
- Capture Attribute Pack – Converts array attributes into a single index-pair capture attribute.
- Capture Attribute Unpack – Converts a single index-pair capture attribute into per-point and detail array attributes.
- Capture Correct – Adjusts capture regions and capture weights.
- Capture Layer Paint – Lets you paint capture attributes directly onto geometry.
- Capture Mirror – Copies capture attributes from one half of a symmetric model to the other.
- Capture Override – Overrides the capture weights on individual points.
- Capture Region – Supports Capture and Deform operation by creating a volume within which points are captured to a bone.
- Cloth Capture – Captures low-res simulated cloth.
- Cloth Deform – Deforms geometry captured by the Cloth Capture SOP.
- Delta Mush – Smooths out (or “relaxes”) point deformations.
- Lattice – Deforms geometry based on how you reshape control geometry.
- Muscle Capture – Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives.
- Muscle Deform – Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles.
- Point Deform – Deforms geometry on an arbitrary connected point mesh.
- Pose-Space Deform – Interpolates between a set of pose-shapes based on the value of a set of drivers.
- Pose-Space Deform Combine – Combine result of Pose-Space Deform with rest geometry.
- Pose-Space Edit – Packs geometry edits for pose-space deformation.
- Pose-Space Edit Configure – Creates common attributes used by the Pose-Space Edit SOP.
- Tissue Solver –
- Wire Capture – Captures surfaces to a wire, allowing you to edit the wire to deform the surface.
- Wire Deform – Deforms geometry captured to a curve via the Wire Capture node.
Terrain
- Convert HeightField – Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.
- HeightField – Generates an initial heightfield volume for use with terrain tools.
- HeightField Blur – Blurs a terrain height field or mask.
- HeightField Clip – Limits height values to a certain minimum and/or maximum.
- HeightField Copy Layer – Creates a copy of a height field or mask.
- HeightField Crop – Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field.
- HeightField Cutout by Object – Creates a cutout on a terrain based on geometry.
- HeightField Cutout Clear –
- HeightField Distort by Layer – Displaces a height field by another field.
- HeightField Distort by Noise – Advects the input volume through a noise pattern to break up hard edges and add variety.
- HeightField Draw Mask – Lets you draw shapes to create a mask for height field tools.
- HeightField Erode – Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.
- HeightField Erode Hydro – Simulates the erosion from one heightfield sliding over another for a short time.
- HeightField Erode Precipitation – Distributes water along a heightfield. Offers controls for adjusting the intensity, variability, and location of rainfall.
- HeightField Erode Thermal – Calculates the effect of thermal erosion on terrain for a short time.
- HeightField File – Imports a 2D image map from a file or compositing node into a height field or mask.
- HeightField Flow Field – Generates flow and flow direction layers according to the input height layer.
- HeightField Isolate Layer – Copies another layer over the mask layer, and optionally flattens the height field.
- HeightField Layer – Composites together two height fields.
- HeightField Layer Clear – Sets all values in a heightfield layer to a fixed value.
- HeightField Layer Property – Sets the border voxel policy on a height field volume.
- HeightField Mask Blur –
- HeightField Mask by Feature – Creates a mask based on different features of the height layer.
- HeightField Mask by Object – Creates a mask based some other geometry.
- HeightField Mask by Occlusion – Creates a mask where the input terrain is hollow/depressed, for example riverbeds and valleys.
- HeightField Mask Clear –
- HeightField Mask Expand –
- HeightField Mask Noise –
- HeightField Mask Shrink –
- HeightField Noise – Adds vertical noise to a height field, creating peaks and valleys.
- HeightField Output – Exports height and/or mask layers to disk as an image.
- HeightField Paint – Lets you paint values into a height or mask field using strokes.
- HeightField Patch – Patches features from one heightfield to another.
- HeightField Pattern – Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.
- HeightField Project – Projects 3D geometry into a height field.
- HeightField Quick Shade – Applies a material that lets you plug in textures for different layers.
- HeightField Remap – Remaps the values in a height field or mask layer.
- HeightField Resample – Changes the resolution of a height field.
- HeightField Scatter – Scatters points across the surface of a height field.
- HeightField Slump – Simulates loose material sliding down inclines and piling at the bottom.
- HeightField Terrace – Creates stepped plains from slopes in the terrain.
- HeightField Tile Splice – Stitches height field tiles back together.
- HeightField Tile Split – Splits a height field volume into rows and columns.
- HeightField Transform – Height field specific scales and offsets.
- HeightField Visualize – Visualizes elevations using a custom ramp material, and mask layers using tint colors.
- HeightField VOP –
- HeightField Wrangle –
Utility
- Adaptive Prune – Removes elements while trying to maintain the overall appearance.
- Blend Shapes – Computes a 3D metamorphosis between shapes with the same topology.
- Block Begin – The start of a looping block.
- Block Begin Compile – The start of a compile block.
- Block End – The end/output of a looping block.
- Block End Compile – The end/output of a compile block.
- Bound – Creates a bounding box, sphere, or rectangle for the input geometry.
- Cache – Records and caches its input geometry for faster playback.
- Compiled Block –
- Connect Adjacent Pieces – Creates lines between nearby pieces.
- Convert – Converts geometry from one geometry type to another.
- Convert Line – Converts the input geometry into line segments.
- Convert Meta – Polygonizes metaball geometry.
- Convert Tets – Generates the oriented surface of a tetrahedron mesh.
- Convert VDB – Converts sparse volumes.
- Convert VDB Points – Converts a Point Cloud into a VDB Points Primitive, or vice versa.
- Convert Volume – Converts the iso-surface of a volume into a polygonal surface.
- Convex Decomposition – Decomposes the input geometry into approximate convex segments.
- Convex Hull –
- Copy and Transform – Copies geometry and applies transformations to the copies.
- Copy Stamp – Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.
- Copy to Points – Copies the geometry in the first input onto the points of the second input.
- Creep – Deforms and animates a piece of geometry across a surface.
- Detangle – Attempts to prevent collisions when deforming geometry.
- Each – Culls the input geometry according to the specifications of the For Each SOP.
- Edge Transport – Copies and optionally modifies attribute values along edges networks and curves.
- Enumerate – Sets an attribute on selected points or primitives to sequential numbers.
- Error – Generates a message, warning, or error, which can show up on a parent asset.
- Exploded View – Pushes geometry out from the center to create an exploded view.
- Extract Centroid – Computes the centroid of each piece of the geometry.
- Extract Transform – Computes the best-fit transform between two pieces of geometry.
- Falloff – Adds smooth distance attributes to geometry.
- Filament Advect – Evolves polygonal curves as vortex filaments.
- Find Shortest Path – Finds the shortest paths from start points to end points, following the edges of a surface.
- Fit – Fits a spline curve to points, or a spline surface to a mesh of points.
- For-Each Connected Piece –
- For-Each Named Primitive –
- For-Each Number –
- For-Each Point –
- For-Each Primitives –
- For-Loop with Feedback –
- Glue Cluster – Adds strength to a glue constraint network according to cluster values.
- Graph Color – Assigns a unique integer attribute to non-touching components.
- Intersection Analysis – Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves.
- Intersection Stitch – Composes triangle surfaces and curves together into a single connected mesh.
- Invoke Compiled Block – Processes its inputs using the operation of a referenced compiled block.
- Match Topology – Reorders the primitive and point numbers of the input geometry to match some reference geometry.
- Merge – Merges geometry from its inputs.
- Mirror – Duplicates and mirrors geometry across a mirror plane.
- Null – Does nothing.
- OpenCL – Executes an OpenCL kernel on geometry.
- Output – Marks the output of a sub-network.
- Point – Manually adds or edits point attributes.
- Point VOP –
- Point Wrangle –
- Poly Doctor – Helps repair invalid polygonal geometry, such as for cloth simulation.
- Poly Path – Cleans up topology of polygon curves.
- POP Network –
- Primitive VOP –
- Primitive Wrangler –
- Python – Runs a Python snippet to modify the incoming geometry.
- Rails – Generates surfaces by stretching cross-sections between two guide rails.
- Resample – Resamples one or more curves or surfaces into even length segments.
- Retime – Retimes the time-dependent input geometry.
- Rewrite Vertices – Rewires vertices to different points specified by an attribute.
- Script – Runs scripts when cooked.
- Sequence Blend – Morphs though a sequence of 3D shapes, interpolating geometry and attributes.
- Shape Difference – Computes the post-deform or pre-deform difference of two geometries with similar topologies.
- Shrinkwrap – Computes the convex hull of the input geometry and moves its polygons inwards along their normals.
- Solid Conform – Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.
- Solid Embed – Creates a simple tetrahedral mesh that covers a connected mesh.
- Solver – Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame.
- Split – Splits primitives or points into two streams.
- Stash – Caches the input geometry in the node on command, and then uses it as the node’s output.
- Stroke – Low level tool for building interactive assets.
- Subnetwork – The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor.
- Sweep – Creates a surface by sweeping cross-sections along a backbone curve.
- Switch – Switches between network branches based on an expression or keyframe animation.
- Tet Partition – Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh.
- Tetrahedrlize – Performs variations of a Delaunay Tetrahedralization.
- Time Blend –
- Time Shift – Cooks the input at a different time.
- Time Warp –
- TOP Network –
- Unix – Processes geometry using an external program.
- Vertex – Manually adds or edits attributes on vertices (rather than on points).
- Vertex VOP –
- Vertex Wrangle –
- Visualize – Lets you attach visualizations to different nodes in a geometry network.
- Voronoi Fracture Points – Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.
- Voronoi Split – Cuts the geometry into small pieces according to a set of cuts defined by polylines.
- Winding Number – Computes generalized winding number of surface at query points.
VDB
- Convert VDB – Converts sparse volumes.
- Convert VDB Points – Converts a Point Cloud into a VDB Points Primitive, or vice versa.
- VDB – Creates one or more empty/uniform VDB volume primitives.
- VDB Activate – Activates voxel regions of a VDB for further processing.
- VDB Activate SDF – Expand or contract signed distance fields stored on VDB volume primitives.
- VDB Advect – Moves VDBs in the input geometry along a VDB velocity field.
- VDB Advect Points – Moves points in the input geometry along a VDB velocity field.
- VDB Analysis – Computes an analytic property of a VDB volumes, such as gradient or curvature.
- VDB Clip – Clips VDB volume primitives using a bounding box or another VDB as a mask.
- VDB Combine – Combines the values of two aligned VDB volumes in various ways.
- VDB Diagnostics – Tests VDBs for Bad Values and Repairs.
- VDB Fracture – Cuts level set VDB volume primitives into multiple pieces.
- VDB from Particle Fluid –
- VDB from Particles –
- VDB from Polygons –
- VDB LOD – Build an LOD Pyramid from a VDB.
- VDB Morph SDF – Blends between source and target SDF VDBs.
- VDB Occlusion Mask – Create a mask of the voxels in shadow from a camera for VDB primitives.
- VDB Points Delete – Deletes points inside of VDB Points primitives.
- VDB Potential Flow – Computes the steady-state air flow around VDB obstacles.
- VDB Project Non-Divergent – Removes divergence from a Vector VDB.
- VDB Renormalize SDF – Fixes signed distance fields stored in VDB volume primitives.
- VDB Resample – Re-samples a VDB volume primitive into a new orientation and/or voxel size.
- VDB Reshape SDF – Reshapes signed distance fields in VDB volume primitives.
- VDB Segement by Connectivity – Splits SDF VDBs into connected components.
- VDB Smooth – Smooths out the values in a VDB volume primitive.
- VDB Smooth SDF – Smooths out SDF values in a VDB volume primitive.
- VDB to Spheres –
- VDB Tolopology to SDF – Creates an SDF VDB based on the active set of another VDB.
- VDB Vector Merge – Merges three scalar VDB into one vector VDB.
- VDB Vector Spilt – Splits a vector VDB primitive into three scalar VDB primitives.
- VDB Visualize Tree – Replaces a VDB volume with geometry that visualizes its structure.
Vellum
- Vellum Attach to Geometry –
- Vellum Configure Ballon –
- Vellum Configure Cloth –
- Vellum Configure Grain – Configures geometry for Vellum Grain constraints.
- Vellum Configure Hair –
- Vellum Configure Strut Softbody –
- Vellum Configure Terahedral Softbody –
- Vellum Constraints – Configure constraints on geometry for the Vellum solvers.
- Vellum Drape – Vellum solver setup to pre-roll fabric to drape over characters.
- Vellum Glue –
- Vellum I/O – Packs Vellum simulations, saves them to disk, and loads them back again.
- Vellum Pack – Packs Vellum geometry and constraints into a single geometry.
- Vellum Post-Process – Applies common post-processing effects to the result of Vellum solves.
- Vellum Rest Blend – Blends the current rest values of constraints with a rest state calculated from external geometry.
- Vellum Solver – Runs a dynamic Vellum simulation.
- Vellum Stich Points –
- Vellum Struts –
- Vellum Unpack – Unpacks a Vellum simulation into two outputs.
- Vellum Weld Points –
Volume
- Attribute from Volume – Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping.
- Bake Volume – Computes lighting values within volume primitives.
- Cloud – Creates a volume representation of source geometry.
- Cloud Light – Fills a volume with a diffuse light.
- Cloud Noise – Applies a cloud like noise to a Fog volume.
- Convert Volume – Converts the iso-surface of a volume into a polygonal surface.
- Iso Offset – Builds an offset surface from geometry.
- Name – Creates a “naming” attribute on points or primitives allowing you to refer to them easily, similar to groups.
- Point Cloud Iso – Constructs an iso surface from its input points.
- Sky – Creates a sky filled with volumentric clouds.
- Volume – Creates a volume primitive.
- Volume Analysis – Computes analytic properties of volumes.
- Volume Arrival Time – Computes a speed-defined travel time from source points to voxels.
- Volume Blur – Blurs the voxels of a volume.
- Volume Bound – Bounds voxel data.
- Volume Break – Cuts polygonal objects using a signed distance field volume.
- Volume Compress – Re-compresses Volume Primitives.
- Volume Convolve 3x3x3 – Convolves a volume by a 3×3×3 kernel.
- Volume Feather – Feathers the edges of volumes.
- Volume FFT – Compute the Fast Fourier Transform of volumes.
- Volume from Attribute –
- Volume Merge – Flattens many volumes into one volume.
- Volume Mix – Combines the scalar fields of volume primitives.
- Volume Optical Flow – Translates the motion between two “image” volumes into displacement vectors.
- Volume Patch – Fill in a region of a volume with features from another volume.
- Volume Ramp – Remaps a volume according to a ramp.
- Volume Rasterize – Rasterizes into a volume.
- Volume Rasterize Attributes – Samples point attributes into VDBs.
- Volume Rasterize Curve – Converts a curve into a volume.
- Volume Rasterize Hair – Converts fur or hair to a volume for rendering.
- Volume Rasterize Particles – Converts a point cloud into a volume.
- Volume Rasterize Points – Converts a point cloud into a volume.
- Volume Reduce – Reduces the values of a volume into a single number.
- Volume Resample – Resamples the voxels of a volume to a new resolution.
- Volume Resize – Resizes the bounds of a volume without changing voxels.
- Volume SDF – Builds a Signed Distance Field from an isocontour of a volume.
- Volume Slice – Extracts 2d slices from volumes.
- Volume Splice – Splices overlapping volume primitives together.
- Volume Stamp – Stamps volumes instanced on points into a single target volume.
- Volume Surface – Adaptively surfaces a volume hierarchy with a regular triangle mesh.
- Volume Trail – Computes a trail of points through a velocity volume.
- Volume Velocity – Computes a velocity volume.
- Volume Velocity from Curves – Generates a volume velocity field using curve tangents.
- Volume Velocity from Surface – Generates a velocity field within a surface geometry.
- Volume Visualization – Adjusts attributes for multi-volume visualization.
- Volume VOP – Runs CVEX on a set of volume primitives.
- Volume Wrangle – Runs a VEX snippet to modify voxel values in a volume.
Other
- Poly Bevel 1.0 – Bevels points and edges.
- Poly Doctor – Helps repair invalid polygonal geometry, such as for cloth simulation.
- Poly Extrude – Extrudes polygonal faces and edges.
- Poly Path – Cleans up topology of polygon curves.
- Poly Soup – Combines polygons into a single primitive that can be more efficient for many polygons.
- Poly Split 1.0 – Divides an existing polygon into multiple new polygons.