Game Dev perspectives of Houdini SOP (Surface Operator Node) nodes.

Current with Houdini 17.5.360

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 RandomizeGenerates 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 WrangleRuns 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 CreateSee 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.
  • TransformThe 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.
  • DivideDivides, 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.
  • EndsCloses, 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.
  • ReverseReverses 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.
  • CurveCreates 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.
  • MergeMerges geometry from its inputs.
  • Mirror – Duplicates and mirrors geometry across a mirror plane.
  • Null Does nothing.
  • OpenCL – Executes an OpenCL kernel on geometry.
  • OutputMarks 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 ExtrudeExtrudes 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.