🦁 womblewiki : a barebones houdini reference 🤓

labs overview sop

nodes chop cop2 dop lop obj out shelf sop top vop

simulation FEM RBD crowds dynamics fluids grains hair other particles pyro vellum

coding bash groups hscript python vex


shelf

filter: character cloudfx collisions constraints containertools create crowds deform drivesimulation fluidcontainers grains guidebrushes guideprocess hairtools lightsandcameras model modify muscles oceans particlefluids particles polygon populatecontainers pyro rigging rigidbodies simplefx solid sparsepyro terrainfx texture vellum viscousfluids volume wires


character

Simple Biped A simple and efficient animation rig with full controls.

Simple Female A simple and efficient female character animation rig with full controls.

Simple Male A simple and efficient male character animation rig with full controls.

Mocap Biped 1 A male character with motion captured animations.

Mocap Biped 2 A male character with motion captured animations.

Mocap Biped 3 A male character with motion captured animations.


cloudfx

Cloud Rig Converts geometry into a cloud, complete with lighting.

Cloud Creates a volume representation of source geometry.

Cloud Noise Applies a cloud like noise to a Fog volume.

Cloud Light Fills a volume with a diffuse light.

Sky Creates a sky filled with volumentric clouds


collisions

Static Object Creates a Static Object from SOP Geometry.

Deforming Object Creates a DOPs collision object from deforming SOP Geometry.

Surface Collider Create a Static Object from SOP Geometry pre-configured for interaction with cloth.

Ground Plane Creates an infinite ground plane suitable for RBD, cloth, or wire simulations.

Terrain Object Creates a Terrain Object from SOP Geometry.


constraints

Parent Blend Blends between parent objects.

Blend Blends the positions and orientations of the current object transform with target objects.

Look At Constraint Makes an object point at another object.

Follow Path Animates an object along a curve.

Points Constrains to points on geometry or point cloud.

Surface Constrain to an exact point on the surface of geometry.

Transform Apply a transform as a constraint with an optional pivot.

Blend Pose Allows you to create a series of relationships between several objects, where target objects will react to driver objects.

Lag Makes one object lag behind another object.

Jiggle Jiggles the position of an object based on the animation of another object.

Gamepad Constraint Drive an object using a game controller device.

Constraint Network Install a new constraints network or jump to the existing one.

Toggle Constraints Toggles Constraints on selected objects.

Bake Constraints Bake Constraints on selected objects.

Delete Constraints Delete Constraints on selected objects.


containertools

Container Velocities Computes a velocity volume.

Curve Force Creates forces generated from a curve.

Resize Fluid Allows you to resize and animate a fluid container.

Up-res Adds the nodes necessary to up-res a fluid container.

Embed in Fluid Allows an object to react and move with a fluid.

Seed Vorticles Adds vorticle forces to a fluid.

Paint Fuel This tool lets you paint more or less fuel on geometry in your fire simulation.

Paint Temperature This tool lets you paint higher or lower temperature on geometry in your fire simulation.

Fuel From Texture Samples texture map information to a point attribute.

Temperature From Texture Samples texture map information to a point attribute.

Add field to fluid Creates the nodes necessary to add a new field to a volume fluid container.

Attract Fluid Draws fluid toward a target.

Parent Fluid Parents a fluid container to objects in your scene.

Distribute Container This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.


create

Box Creates a cube or six-sided rectangular box.

Sphere Creates a sphere or ovoid surface.

Tube Creates open or closed tubes, cones, or pyramids.

Torus Creates a torus (doughnut) shaped surface.

Grid Creates a plane.

Null Creates a null object which can be used to hold a place in a scene, and never renders.

Line Creates polygonal, NURBS or Bezier lines or unconnected points.

Circle Creates a circle or ovoid surface.

Curve Creates polygonal, NURBS, or Bezier curves.

Draw Curve Allows you to draw a curve freehand in space or on an object.

Path The Path object creates an oriented curve (path)

Spray Paint Spray paints random points onto a surface.

Font Creates 3D text from Type 1 and TrueType fonts.

Platonic Solids Creates one of seven convex solids which have all the vertices and faces of the same type

L-system Creates fractal geometry from the recursive application of simple rules.

Metaball Creates metaballs and metasurfaces.

File Reads, writes, or caches geometry on disk.


crowds

Agent Creates an agent from a source character rig, FBX file, USD file, or LOP.

Add Clip Adds an animation clip to an agent primitive.

Collision Layer Creates a new agent layer that is suitable for collision detection.

Configure Joints Sets the rotation limits of an agent’s joints.

Populate Creates an agent source geometry node to generate agents for a crowd simulation.

Paint density Allows you to paint areas of high and low crowd density on terrain to affect the random placement of agents.

Simulate Sets up a crowd simulation network.

Terrain Sets the selected geometry as the terrain for a crowd simulation.

Obstacle Sets the selected static DOP object as an obstacle for agents in a crowd simulation.

Path The Path object creates an oriented curve (path)

Look at Sets agents in a crowd simulation to look at the selected object.

Target Position Guides agents towards a target position.

Agent Cam Creates and attaches cameras to crowd agents to visualize their point of view.

Stadium Crowds Example Creates an example stadium scene using the crowds tools.

Street Crowds Example Creates an example street scene using the crowds tools.

Formation Crowds Example Creates an example formation scene using the crowds tools.

Fuzzy Obstacles Example Creates an example of using fuzzy logic for obstacle avoidance and path following.

Fuzzy Transition Example Creates an example of using fuzzy logic for state transitions.

Ragdoll Run Example Creates an example of using ragdolls in a crowd simulation.


deform

Twist Twists the geometry around the axis.

Bend Bends the geometry.

Linear Taper Linearly scales the geometry along its length.

Squash and Stretch Scales up or down in one direction, while doing the opposite in the other two directions, to deform the geometry while retaining the same volume.

Bulge Deforms the points in the first input using one or more magnets from the second input.

Lattice Deforms geometry based on how you reshape control geometry.

Fractal Creates jagged mountain-like divisions of the input geometry.

Mountain Displaces points along their normals based on fractal noise.

Waves Creates an ocean like surface.

Ripple Generates ripples by displacing points along the up direction specified.

Morph Computes a 3D metamorphosis between shapes with the same topology.


drivesimulation

Activate Objects Turns on the dynamics on an object.

Deactivate Objects Turns off the dynamics on an object.

Remove Objects from Simulation Takes objects out of the simulation

New Simulation Creates a new DOP Network.

Group Dynamics Objects Creates simulation object groups.

Gravity Force Applies a gravity-like force to objects.

Drag Force Applies force and torque to objects that resists their currentdirection of motion.

Uniform Force Applies a uniform force and torque to objects.

Fan Force Applies forces on the objects as if a cone-shaped fan were acting onthem.

Fluid Force Applies forces to resist the current motion of soft body objects relative to a fluid.

Wind Force Applies forces to resist the current motion of objects relative toa turbulent wind.

Magnet Force Apply forces on objects using a force field defined by metaballs.

Vortex Force Applies a vortex-like force on objects, causing them to orbit aboutan axis along a circular path.


fluidcontainers

Pyro Container Creates a container for pyro effects.

Smoke Container Creates a container that can hold smoke.


grains

Dry Sand Creates a grain object from a piece of geometry.

Wet Sand Creates a grain object from a piece of geometry, with a clumpy wet look.

Sand Box Creates a patch of sand with a collision object which contains the sand.

RBD Grains Fills an object with spheres and uses the Bullet solver to drive them.

Upres Sand Takes each particle from your original simulation and replaces it with a cluster of new ones.

Granular Solid Fills an object loosely with grains and creates constraints to hold it together into one object.

Granular Sheet Fills the surface of an object with densely packed grains and makes constraints to hold them together.

Granular Strand Fills grains along the edges of polygons, creating a beaded wire effect.

Auto-Sleep Particles Allows grains to wake up and go to sleep based on the velocity of nearby particles.

Awaken By Geometry Activates particles near animated geometry.

Slice Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.

Slice along line Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.

Distribute This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.


guidebrushes

Draw Hair Lets you add freehand-drawn hair guides to a fur object.

Plant Guides Lets you stick individual guides on the surface of your character.

Screen Brush Lets you interactively groom hair in screen space.

Surface Brush Lets you interactively groom hair along the surface of your geometry.

Lift Hair Lets you interactively push hair away from the surface.

Clump Hair Lets you interactively pull hair into a clump.

Part Hair Lets you interactively push hair away from your stroke.

Length Adjust Lets you interactively vary the length of the ends of the hair.

Smooth Hair Lets you interactively smooth areas of hair.

Cut Hair Lets you interactively trim hair.

Extend Hair Lets you interactively lengthen hair.

Recache Strokes Recaches recorded strokes in all Guide Groom SOPs within a groom object.


guideprocess

Initialize Guides Gives the guides an initial direction.

Curve Advect Advects curves using a vector field generated from curves drawn on the skin surface.

Reguide Interpolates guides between planted guides.

Set Guide Direction Points guides in the direction of a vector.

Set Guide Length Lengthens or shortens guide hairs.

Lift Guides Lifts curves off the skin or flattens them against it.

Straighten Guides Straightens the hair by bending each segment back so that it’s in the same direction as the previous segment.

Smooth Guides Blends the shapes of the neighboring guides to create a smoother look.

Frizz Guides Offsets the curve points along the guide hairs to create a frizzy look.

Bend Guides Bends curves in a certain direction and by a certain angle.

Clump Guides Creates bunches of guide hairs.

Part Guides Lets you draw a parting line on the skin geometry.

Add White Hairs Adds the required attribute to mark hairs as white hairs in the standard hair shader.


hairtools

Add Fur Adds fur to a surface.

Create Guides Creates a guide curves from a skin geometry or manipulates the guides of another groom object.

Merge Groom Objects Combines the guides and skin of multiple groom objects.

Deform Guides Creates a Guide Deform object in the network.

Simulate Guides Adds physics simulation to a set of guides.

Generate Hair Generates hair based on a groom node object’s output.

Isolate Groom Parts Hide and disable unselected parts of a groom for faster feedback.

Toggle Hair Display Turns the display flag of the Hair Generate object on and off.

Generate Hair Cards Converts dense hair curves to a polygon card, keeping the style and shape of the groom.

Hair Card Texture Creates textures to be applied to existing hair cards.


lightsandcameras

Camera Adds a camera to the scene. You can Ctrl-click the shelf tool to create a camera from the current view.

Point Light Adds a point light to the scene. A point light radiates light equally in all directions from a point in space. It is the most efficient type of light to calculate.

Spot Light Adds a spot light to the scene. A spot light casts light from a point in space, in a certain direction. The beam of light is cone shaped, with a radius and falloff at the edges.

Area Light Simulates a light in the shape of a line, rectangle, disk, or sphere.

Geometry Light Simulates a light with the shape and color of a geometry object you select.

Volume Light Simulates illumination from an emissive volume.

Distant Light Adds a distant light to the scene. A distant light casts parallel light rays throughout the scene in a certain direction. This is useful for simulating a very distant light source such as the sun.

Environment Light Environment Lights provide background illumination from outside the scene.

Sky Light Adds an environment light with an automatic sky reflection map.

GI Light Adds an indirect light using photon maps to light an enclosed environment.

Caustic Light Adds an environment light using caustic photon maps, causing other lights in the scene to cast caustic reflections/refractions.

Portal Light Adds an environment light that only shines through geometry you select. This is much more efficient for enclosed environments where the environment light can only enter through a few portals (windows, doors).

Ambient Light Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.

Stereo Camera Rig Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.

VR Camera Camera supporting VR image rendering.

Switcher Acts as a camera but switches between the views from other cameras.

Gamepad Camera Drive a camera using a game controller device in first person perspective.


model

Revolve Revolves a curve around a center axis to sweep out a surface.

Loft Builds a skin surface between any number of shape curves in one direction.

Skin Builds a skin surface between any number of shape curves.

Rails Generates surfaces by stretching cross-sections between two rails.

Sweep Creates a surface by sweeping cross-sections along a backbone curve.

Creep Deforms and animates a piece of geometry across a surface.

Ray Projects one surface onto another.

Boolean Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.

Shatter Shatters the input geometry into multiple pieces.

TopoBuild Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.

Carve Slices, cuts or extracts points or cross-sections from a primitive.

Convert Converts geometry from one geometry type to another.

Refine Increases the number of points/CVs in a curve or surface without changing its shape.

Reverse Reverses or cycles the vertex order of faces.

Sculpt Lets you interactively reshape a surface by brushing.

Scatter Scatters new points randomly across a surface.

Cluster Points Higher-level node to cluster points based on their positions (or any vector attribute).

Edit Edits points, edges, or faces interactively.

Visibility Reverses or cycles the vertex order of faces.


modify

Combine Merges the geometry of multiple objects into the last selected one.

Extract Creates a second object from a selected object or selected components.

Mirror Duplicates and mirrors objects or geometry across a mirror plane.

Copy To Points Copies the first input geometry onto the points of the second input.

Duplicate Duplicates entire objects or geometry primitives.

Align components Transforms an object, or inserts a Transform node in a geometry network, to align two faces on separate models.

Match Transform Transform objects to match another.

Move Pivot to Center Moves the pivot of an object to the center of the bounding box for that object.

Move Center to Pivot Moves an object’s bounding box center to its pivot.

Freeze Moves object level transforms into a Transform SOP at the geometry level.

Bake Animation Bakes animation from object transforms and CHOP overrides.

Delete Deletes input geometry by entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.

Hide Turns off the display flag for the selected object node.

Parent Makes the selected object’s transforms relative to a parent object.


muscles

Muscle Creates a rigged muscle with head and tail anchor connections.

Stroke Muscle Creates a rigged muscle by stroking a curve onto a skin object.

Muscle Rig Creates the internal components of a muscle (the rig), by stroking a curve onto a skin object.

Muscle Pin Creates a simple rigging component for pinning regions of a Franken Muscle to your character rig.

Franken Muscle Creates a hybrid muscle made up of any number of geometry objects and any number of muscle rigs and pins.

Mirror Duplicates and mirrors objects or geometry across a mirror plane.

Attach to Bones Connects muscles, muscle rigs, and pin anchors to other objects in your scene.

Detach from Bones Disconnects muscle, muscle rig, and pin anchors from other objects in your scene.

Set Muscle ID Sets the Muscle ID for selected muscles.

Muscle Displace Applies a deformer to selected skin geometry so that muscles will displace the skin where ever they make contact.

Paint Muscle Mask Paints a mask attribute on the skin geometry per muscle_id to limit the effects of a Muscle Deform to specific regions.

Mirror Muscle Mask Applies muscle mask weights from one side of a geometry object to another.

Tissue System Collects muscles, modeled anatomical bones, and skin objects and places them into a single dynamics simulation.


oceans

Small Ocean Creates a small patch of ocean complete with a material and depth information.

Large Ocean Creates a large ocean complete with a material and depth information.

Guided Ocean Layer Creates a FLIP fluid simulation that simulates a thin layer of the ocean surface.

Wave Tank Creates a FLIP fluid simulation from an underlying ocean surface.

Beach Tank Creates a FLIP fluid simulation of a beach with continuous waves.

Flat Tank Creates a FLIP fluid simulation of a flat tank with a boundary layer.

Ocean Flat Tank Creates a FLIP fluid simulation from an underlying ocean surface.

Whitewater Creates spray, foam, and churn based on an underlying FLIP fluid simulation.


particlefluids

FLIP Fluid from Object Creates a FLIP Fluid Object from SOP Geometry.

FLIP Tank Generates node networks to create a half-filled box of FLIP fluid material, with proper boundary conditions to contain the fluid in the box.

Emit Particle Fluid Emits fluid into a FLIP simulation.

Sink from Objects Absorbs smoke, fire, liquid, or particle fluid in a container.

Sculpted Particle Fluid Calculates and creates particle fluid between the surface and container of fluid in a particle fluid simulation.

Crown Splash Creates a FLIP fluid simulation setup to create a crown splash.

Drip Fluid Creates a FLIP fluid simulation setup to create a dripping fluid effect.

Suction Fluid Creates a suction force to guide particles fluids toward a target object.

Condensation Creates a particle simulation to mimic condensation on geometry.

Make Viscous Turns on the viscosity parameters of a FLIP Fluid.

Whitewater Creates spray, foam, and churn based on an underlying FLIP fluid simulation.

Slice Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.

Slice along line Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.

Distribute particle fluid This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.


particles

Fireworks Emits multi-colored particles from a point, which simulates fireworks.

Location Emits particles from a point in all directions.

Source Emits particles from an object in all directions.

Replicate Generates particles from incoming particles.

Axis Force Calculates and applies a force around an axis.

Point Attract Particles Attracts particles to points or curves.

Curve Attract Particles Attracts particles to points or curves.

Curve Force Creates forces generated from a curve.

Metaball Force Applies forces according to metaballs.

Color Particles Changes a particle’s diffuse color and/or alpha.

Drag Applies drag particles.

Fan Applies a conical fan wind to particles.

Flock Applies a flocking algorithm to particles.

Force Applies a directional force to particles.

Wind on Particles Applies wind to particles.

Interact Applies forces between particles.

Collision Detect Detects and reacts to collisions.

Instance Geometry on Particles Lets you instance geometry on particles.

Sprite Particles Sets the sprite display for particles.

Vortex Filaments Swirls particles based on the simulated drift of "filaments" represented by polylines.


polygon

TopoBuild Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.

Snap Lets you build polygons using the TopoBuild tools without needing an underlying surface.

Poly Extrude Extrudes polygonal faces and edges.

PolyBevel 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.

PolySplit Divides an existing polygon into multiple new polygons.

EdgeLoop Creates a loop of cuts using polysplit.

PolyReduce Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.

PolyFill Fills holes with polygonal patches.

Poly Expand 2D Creates offset polygonal geometry for planar polygonal graphs.

Edge Collapse Collapses edges and faces to their centerpoints.

Edge Cusp Sharpens edges by uniquing their points and recomputing pointnormals.

Edge Flip Flips the direction of polygon edges.

Edge Divide Inserts points on the edges of polygons and optionally connects them.

Dissolve Deletes edges from the input polygonal geometry merging polygons withshared edges.

Knife Divides, deletes, or groups geometry based on an interactively drawn line.

Clip Removes or groups geometry on one side of a plane,or creases geometry along a plane.

Subdivide Subdivides polygons into smoother, higher-resolution polygons.

Facet Controls the smoothness of faceting of a surface.

Point Weld Interactively weld points together quickly by dragging between them.

Fuse Merges points.

Snap Lets you build polygons using the TopoBuild tools without needing an underlying surface.

Smooth Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.


populatecontainers

Source from Surface Continuously generates smoke, fire, or liquid from the surface of anobject.

Source from Points Continuously generates smoke or fire from the points of an object.

Source from Volumes Continuously generates smoke, fire, or liquid from the interior of anobject.

Sink from Objects Absorbs smoke, fire, liquid, or particle fluid in a container.

Pump from Objects Gives smoke a velocity as soon it touches the pump.

Collide with Objects Converts an object into a collision volume that can interact withsmoke/fire/liquid in a fluid container.

Expand from Objects Creates a force that pushes fluid away from the selected object.


pyro

Flames Creates flames rising from the selected object.

Explosion Creates a large explosion rising from the selected object.

Fireball Creates a large explosion rising from the selected object.

Billowy Smoke Creates thick cloud-like smoke rising from the selected object.

Colored Smoke Turns the selected object into a turbulent source of colored smoke.

Add Color Turns on the color fields of a smoke object.

Wispy Smoke Creates thin smolder-like smoke rising from the selected object.

Candle Creates a smooth burning candle flame rising from the selected object.

Smokeless Flame Creates flames rising from the selected object, without any smoke (soot).

Dry Ice Creates dry ice fog falling from the selected object.

Volcano Creates a voluminous column of thick smoke, as from the rim of an erupting volcano.

Smoke Trail Generates a clustered simulation of smoke from an animated object.

Smoke Cluster Creates a clustered (partitioned) smoke simulation with multiple containers, using the selected point geometry as sources. This is useful for large or sparse sources, and for distributing simulations to a farm.

Pyro Cluster Creates a clustered (partitioned) pyro simulation with multiple containers, using the selected point geometry as sources. This is useful for large or sparse sources, and for distributing simulations to a farm.


rigging

Bones Allows you to interactively draw and manipulate bone chains before animating.

Bones from Curve Allows you to create a bone chain along a curve.

Pose Pose characters by manipulating control objects.

IK from Objects Allows you to build an IK bone rig (with or without a Twist Affector) from existing objects in the scene.

IK from Bones Allows you to build an IK bone rig (with or without a Twist Affector) from existing bone(s) in the scene.

Capture Geometry Uses one or more geometry objects as the skin for a hierarchy of bones or a set of metaball objects.

Edit Capture Regions Allows you to adjust the bone capture regions.

Edit Capture Weights Individually modifies point capture weights using slider handles on bones or via a spreadsheet.

Edit Capture Blends Allows you to adjust the blending of previously captured geometry in the Object Viewer.

Mirror Capture Weights Applies capture weights from one side of a geometry object to another.

Paint Capture Layer Interactively changes bone or metaball capture weights by painting your geometry.

Align Capture Pose Match transforms on capture regions between the current animation and capture poses.

Delta Mush Smooths out (or "relaxes") point deformations.

Comb Adjust surface point normals by painting.

Pose-Space Deform Allows you to perform a pose-space deformation (PSD) of a shape.


rigidbodies

RBD Objects Creates one or more rigid bodies from SOP geometry.

RBD Glued Objects Creates a number of rigid bodies from SOP geometry and glues them together.

RBD Instanced Objects Creates a rigid body at each point of some source geometry, similarly to how the Copy SOP copies geometry onto points.

RBD Ragdolls Adds agent primitives to a Bullet simulation.

RBD Grains Fills an object with spheres and uses the Bullet solver to drive them.

RBD Convex Proxy Creates a number of rigid bodies from SOP geometry, which use proxy geometry from a convex decomposition.

RBD Sphere Proxy Creates a number of rigid bodies from SOP geometry, which use proxy geometry composed of adaptively-sized spheres.

RBD Fractured Object Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry primitive groups.

Make Breakable Automatically fractures an RBD object.

Impact Analysis Stores filtered information about impacts on an RBD object.

Debris Emits particles from the edges and surfaces of separating fractured rigid bodies.

RBD Auto Freeze Automatically freezes RBD Objects that have come to rest.

Glue Adjacent Creates glue constraints between adjacent RBD objects.

RBD Pin Constraint Constrains an object to a point in space using a pin-like connection.

Cone Twist Constraint Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.

Slider Constraint Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis

RBD Hinge Constraint Constrains an object to a point in space using a hinge-like connection.

RBD Spring Constraint Constrains an object to a point in space using a spring-like connection.

RBD Angular Constraint Constrains the rotation an object so it does not rotate at all.

RBD Angular Spring Constraint Constrains the rotation of an object so it attempts to rotate naturally, but bounces back to its original rotation.

Parent Constraint Changes the parent of a constraint from a point in space to a goal object.


simplefx

Simple Cloth Configures SOP-based vellum cloth from geometry and collider.

Simple Softbody Configures SOP-based vellum softbody from geometry and collider.

Simple Fracture Configures SOP-based bullet RBD fractured objects from geometry and collider.

Simple Guided RBDs Configures SOP-based bullet RBD fractured objects from geometry, collider, and guide geometry.

Simple Billowy Smoke Creates thick cloud-like smoke rising from a spherical base.

Simple Fireball Creates a large rising and expanding explosion.

Simple Spreading Fire Creates a fire simulation spreading across the surface of the selected object.


solid

Solid Object ?

Hybrid Object ?

Organic Mass ?

Organic Tissue ?

Fractured Solid Object ?

Surface Collider Create a Static Object from SOP Geometry pre-configured for interaction with cloth.

Volume Collider ?

Constrain Points to Target ?

Embed Highres Object ?


sparsepyro

Sparse Billowy Smoke Creates thick cloud-like smoke rising from a spherical base.

Campfire Creates a campfire simulation using the sparse pyro solver.

Sparse Fireball Creates a large rising and expanding explosion.

GPU Billowy Smoke Creates thick cloud-like smoke rising from a spherical base, simulated densely on the GPU.

Spreading Fire Creates a fire simulation spreading across the surface of the selected object.


terrainfx

Terrain: Hills Sets up a preset height field network to generate hilly terrain. This is useful for learning how the terrain tools work together.

Terrain: Mountain Sets up a preset height field network to generate a mountain terrain. This is useful for learning how the terrain tools work together.

Terrain: Valley Sets up a preset height field network to generate valley terrain. This is useful for learning how the terrain tools work together.

Terrain: Moonscape Sets up a preset height field network to generate lunar terrain. This is useful for learning how the terrain tools work together.

Terrain: Islands Sets up a preset height field network to generate island terrain. This is useful for learning how the terrain tools work together.

Terrain: Canyon Sets up a preset height field network to generate deep canyon terrain. This is useful for learning how the terrain tools work together.

Terrain: Dunes Sets up a preset height field network to generate desert dune terrain. This is useful for learning how the terrain tools work together.


texture

UV Project Assigns UVs by projecting them onto the surface from a set direction.

UV Edit UV Edit allows interactive editing of the UVs on the source geometry.

UV Brush Adjusts texture coordinates in the UV viewport by painting.

UV Fuse Merges UVs.

UV Flatten Creates flattened pieces in texture space from 3D geometry.

UV Pelt Relaxes UVs by pulling them out toward the edges of the texture area.

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.

UV Quick Shade Applies an image file as a textured shader to a surface.

Clear Texture Cache Clears the texture cache, forcing textures to be reloaded.

UV Smooth Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.


vellum

Surface Collider Create a Static Object from SOP Geometry pre-configured for interaction with cloth.

Vellum Cloth Configures vellum cloth from geometry and adds to current vellum simulation.

Vellum Hair Configures vellum hair from geometry and adds to current vellum simulation.

Vellum Strut Softbody Configures Vellum strut softbody from geometry and adds to current Vellum simulation.

Vellum Tetrahedral Softbody Tetrahedralizes input geometry, configures it as a Vellum softbody, and adds it to current Vellum simulation.

Vellum Balloon Configures vellum balloon from geometry and adds to current vellum simulation.

Vellum Grains Configures vellum grains from geometry and adds to current vellum simulation.


viscousfluids

Melt Object Creates a melting object from geometry.

Lava from Object Creates a lava object from geometry.

Emit Lava Generates a continuous stream of hot lava from an object.

Heat Within Object Turns an object into a source of heating when particles pass through.

Cool Within Object Turns an object into a source of cooling when particles pass through.

Emit Steam on Collision Emits steam when a hot fluid comes into contact with a collider.

Sink from Objects Absorbs smoke, fire, liquid, or particle fluid in a container.

Slice Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.

Slice along line Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.

Distribute This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.


volume

Volume Builds an offset surface from geometry.

SDF Polys Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

SDF Particles Converts point clouds and/or point attributes into VDB volume primitives.

Paint Color Volume Creates a color volume based on drawn curve

Paint Fog Volume Creates a fog volume based on drawn curve

Paint SDF Volume Creates an SDF volume based on drawn curve

Fog Points Converts a point cloud into a volume.

Fog Particles Converts a point cloud into a volume.

Fog Curve Converts a curve into a volume.

Convert VDB Converts sparse volumes.


wires

Wire Object Creates a Wire Object from SOP Geometry.

Set Initial Pose Sets the initial shape of a simulated wire object based on its current shape.

Glue Wire to Animation Constraints a wire point to a certain position and direction.

Attach Wire to Surface Creates soft body constraints between a set of points on a target object and the closest points on a goal object. This is useful for attaching wire to dynamics objects.

Wire Pin Constraint Provides controls for setting up basic positional constraints for wire objects.

Wire Spring Constraint Provides controls for setting up basic spring constraints for wire objects.

Wire Angular Constraint Constrains the rotation of a point on a wire object so it does not rotate at all.

Wire Angular Spring Constraint Constrains the rotation of a point on a wire object so it attempts to rotate naturally, but bounces back to its original rotation.

Wire Glue Constraint Creates a pin constraint and an angular constraint so that the object is pinned to a point in space, and is unable to rotate.

Attach Constraint to Rigid Body Connects an existing soft body constraint to an RBD object.

Attach Constraint to Dynamics Point Connects an existing soft body constraint to a point on a dynamic object.

Attach Constraint to Animation Connects an existing soft body constraint to the object’s animation.

Detach Constraint (Re)Connects an existing soft body constraint to a point in world space.

Delete Constraint Deletes an existing soft body constraint.

Distribute This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.