🦁 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


sop

filter: FEM NURBS RBD VDB all attribute constraints crowds edge export fluid group hair import managers manipulate mask material pack particle planar polygon primitive pyro rigging terrain test utility vellum view volume volume_paint


FEM

FEM Visualization

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.

Solid Fracture Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.


NURBS

Align Aligns a group of primitives to each other or to an auxiliary input.

Basis Provides operations for moving knots within the parametric spaceof a NURBS curve or surface.

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

Clay Lets you deform NURBS faces and NURBS surfaces by pulling points that liedirectly on them.

Curve Clay ?

Curvesect Finds the intersections (or points of minimum distance) between twoor more curves or faces.

Fillet Creates smooth bridging geometry between two curves or surfaces.

Join The Join op connects a sequence of faces or surfaces into a singleprimitive 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 surfacewithout 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 linesbetween NURBS or bezier surfaces.

Trim Trims away parts of a spline surface defined by a profile curveor untrims previous trims.


RBD

RBD Bullet Solver Runs a dynamic Bullet simulation.

RBD Cluster Combines fractured pieces or constraints into larger clusters.

RBD Configure Packs and creates attributes describing rigid body objects.

RBD Connected Faces Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry.

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.

RBD Convert Constraints Converts existing constraint prims into constraints with different anchor positions.

RBD Deform Pieces Deforms geometry with simulated proxy geometry.

RBD Disconnected Faces Detects when connected faces have become separated.

RBD Exploded View Merges RBD fractured geometry with the proxy geometry and pushes it out from the center to create an exploded view.

RBD I/O Packs RBD fractured geometry, saves them to disk, and loads them back again.

RBD Interior Detail Creates additional detail on the interior surfaces of fractured geometry.

RBD 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.


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 Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.

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

VDB from Polygons Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

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 Points Group Manipulates the Internal Groups of a VDB Points Primitive.

VDB Potential Flow Computes the steady-state air flow around VDB obstacles.

VDB Porject Non-Divergent ?

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 Segnemt by Connectivity ?

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 Fills a VDB volume with adaptively-sized spheres.

VDB Topology 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 Split Splits a vector VDB primitive into three scalar VDB primitives.

VDB Visualize Tree Replaces a VDB volume with geometry that visualizes its structure.


all

Adaptive Prune Removes elements while trying to maintain the overall appearance.

Add Creates Points or Polygons, or adds points/polys to an input.

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.

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.

Alembic ROP output driver

Align Aligns a group of primitives to each other or to an auxiliary input.

Assemble Cleans up a series of break operations and creates the resulting pieces.

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/ordetail 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 Interpolate Interpolates attributes within primitives or based on explicit weights.

Attribute Mirror Copies and flips attributes from one side of a plane toanother.

Attribute Noise Adds noise to attributes of the incoming geometry.

Attribute Paint Interactively paint point attributes, such as color or deformation mask values, directly on geometry.

Attribute Promote Promotes or demotes attributes from one geometry level to another.

Attribute Randomize Generates random attribute values of various distributions.

Attribute Remap Fits an attribute’s values to a new range.

Attribute Rename Renames or deletes point and primitive attributes.

Attribute Reorient Modifies point attributes based on differences between two models.

Attribute String Edit Edits string attribute values.

Attribute Swap Copies, moves, or swaps the contents of attributes.

Attribute Transfer Transfers vertex, point, primitive, and/ordetail 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.

Attribute from Map Samples texture map information to a point attribute.

Attribute from Volume Copies information from a volume onto the point attributes ofanother piece of geometry, with optional remapping.

Bake ODE Converts primitives for ODE and Bullet solvers.

Bake Volume Computes lighting values within volume primitives

Basis Provides operations for moving knots within the parametric spaceof a NURBS curve or surface.

Bend Applies captures such as bend, twist, taper, and squash/stretch.

Blast Deletes primitives, points, edges or breakpoints.

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.

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 Utility node that 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.

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.

Bound Creates a bounding box, sphere, or rectangle for the input geometry.

Box Creates a cube or six-sided rectangular box.

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

COP2 Network Imports 2d geometry from a Composite network.

Cache Records and caches its input geometry for faster playback.

Cap Closes open areas with flat or rounded coverings.

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 whichpoints are captured to a bone.

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

Channel Reads sample data from a chop and converts it into point positionsand point attributes.

Circle Creates open or closed arcs, circles and ellipses.

Circle from Edges Transforms selected geometry into a circle.

Clay Lets you deform NURBS faces and NURBS surfaces by pulling points that liedirectly on them.

Clean Helps clean up dirty models.

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

Cloth Capture Captures low-res simulated cloth.

Cloth Deform Deforms geometry captured by the Cloth Capture SOP.

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.

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).

Collision Source Creates geometry and VDB volumes for use with DOPs collisions.

Color Adds color attributes to geometry.

Comb Adjust surface point normals by painting.

Connect Adjacent Pieces Creates lines between nearby pieces.

Connectivity Creates an attribute with a unique value for each set of connected primitives or points.

Control Creates simple geometry for use as control shapes.

Convert Converts geometry from one geometry type to another.

Convert HeightField Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.

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.

Copy Stamp Creates multiple copies of the input geometry, or copies the geometryonto the points of the second input.

Copy and Transform Copies geometry and applies transformations to the copies.

Copy to Curves Copies geometry in the first input onto curves of the second input.

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

Crease Manually adds or removes a creaseweight attribute to/from polygonedges, for use with the Subdivide SOP.

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

Cross Section Surface Creates a surface around cross sections.

Crowd Source Populates a crowd of agent primitives.

Curve Creates polygonal, NURBS, or Bezier curves.

Curveclay Deforms a spline surface by reshaping a curve on the surface.

Curvesect Finds the intersections (or points of minimum distance) between twoor more curves or faces.

DOP I/O Imports fields from DOP simulations, saves them to disk, and loadsthem back again.

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 withpoint attributes.

DOP Network

Debris Source Generates point emission sources for debris from separating fractured rigid body objects.

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.

DeltaMush Smooths out (or "relaxes") point deformations.

Detangle Attempts to prevent collisions when deforming geometry.

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

Distance Along Geometry Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point.

Distance from Geometry Measures distance between each point and a reference geometry.

Distance from Target Measures distance of each point from a target.

Divide Divides, smooths, and triangulates polygons.

Dop Import Imports and transforms geometry based on information extracted from aDOP simulation.

Draw Curve Creates a curve based on user input in the viewport.

Draw Guides

Each Culls the input geometry according to the specifications of theFor Each SOP.

Edge Collapse Collapses edges and faces to their centerpoints.

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

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

Edge Equalize Transforms selected edges so that all edges are of equal length.

Edge Flip Flips the direction of polygon edges.

Edge Fracture Cuts geometry along edges using guiding curves.

Edge Straighten Straightens selected edges.

Edge Transport Copies and optionally modifies attribute values along edges networks and curves.

Edit Edits points, edges, or faces interactively.

Ends Closes, opens, or clamps end points.

Enumerate Sets an attribute on selected points or primitives to sequential numbers or strings.

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.

Export Object Transforms Export transform attributes to object nodes.

Extract Centroid Computes the centroid of each piece of the geometry.

Extract Transform Computes the best-fit transform between two pieces of geometry.

Extrude Extrudes geometry along a normal.

Extrude Volume Extrudes surface geometry into a volume.

FEM Visualization

FLIP Source Creates a surface or density VDB for sourcing FLIP simulations.

Facet Controls the smoothness of faceting of a surface.

Filament Advect Evolves polygonal curves as vortex filaments.

File Reads, writes, or caches geometry on disk.

File Cache Writes and reads geometry sequences to disk.

File Merge Reads and collates data from disk.

Fillet Creates smooth bridging geometry between two curves or surfaces.

Filmbox FBX ROP output driver

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.

Fluid Compress Compresses the output of fluid simulations to decrease size on disk

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

Force Uses a metaball to attract or repel points or springs.

Fractal Creates jagged mountain-like divisions of the inputgeometry.

Fur Creates a set of hair-like curves across a surface.

Fuse Merges points.

Geometry nodes Geometry nodes live inside Geo objects and generate geometry.

Glue Cluster Adds strength to a glue constraint network according to clustervalues.

Grain Source Generates particles to be used as sources in a particle-based grain simulation.

Graph Color Assigns a unique integer attribute to non-touching components.

Grid Creates planar geometry.

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.

Group Generates groups of points, primitives, edges, or vertices according to various criteria.

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 Delete Deletes groups of points, primitives, edges, or vertices according to patterns.

Group Expand Expands or shrinks groups of Edges, Points, Primitives, or Vertices.

Group Expression Runs VEX expressions to modify group membership.

Group Find Path Constructs groups for paths between elements.

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 Range Groups points and primitives by ranges.

Group Rename Renames groups according to patterns.

Group Transfer Transfers groups between two pieces of geometry, based onproximity.

Group by Lasso Groups points and primitives by lasso.

Group from Attribute Boundary Creates a group that includes the boundaries of the specified attribute.

Guide Advect 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 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 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.

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 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 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 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.

Hole Makes holes in surfaces.

Inflate Deforms the points in the first input to make room for theinflation tool.

Instance Instances Geometry on Points.

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.

IsoOffset Builds an offset surface from geometry.

IsoSurface Generates an isometric surface from an implicit function.

Join The Join op connects a sequence of faces or surfaces into a singleprimitive that inherits their attributes.

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

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

Lattice Deforms geometry based on how you reshape control geometry.

Lidar Import Reads a lidar file and imports a point cloud from its data.

Line Creates polygon or NURBS lines from a position, direction, and distance.

MDD Animates points using an MDD file.

Magnet Deforms geometry by using another piece of geometryto attract or repel points.

Match Axis Aligns the input geometry to a specific axis.

Match Size Resizes and recenters the geometry according to referencegeometry.

Match Topology Reorders the primitive and point numbers of the input geometry to match some reference geometry.

Material Assigns one or more materials to geometry.

Measure Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes.

Merge Merges geometry from its inputs.

MetaGroups Defines groupings of metaballs so that separate groupings are treatedas separate surfaces when merged.

Metaball Creates metaballs and meta-superquadric surfaces.

Mirror Duplicates and mirrors geometry across a mirror plane.

Mountain Displaces points along their normals based on fractal noise.

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

Name Creates a "naming" attribute on points or primitives allowing youto refer to them easily, similar to groups.

Normal Computes surface normal attribute.

Null Does nothing.

Object Merge Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.

Object_musclerig@musclerigstrokebuilder

Object_riggedmuscle@musclestrokebuilder Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface.

Ocean Evaluate 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.

OpenCL Executes an OpenCL kernel on geometry.

Orientation Along Curve Computes orientations (frames) along curves.

Output Marks the output of a sub-network.

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.

Packed Edit Editing Packed 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

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.

Partition Places points and primitives into groups based on a user-suppliedrule.

Peak Moves primitives, points, edges or breakpoints along their normals.

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.

Platonic Solids Creates platonic solids of different types.

Point Cloud Iso Constructs an iso surface from its input points.

Point Deform Deforms geometry on an arbitrary connected point mesh.

Point Generate Creates new points, optionally based on point positions in the input geometry.

Point Jitter Jitters points in random directions.

Point Relax Moves points with overlapping radii away from each other, optionally on a surface.

Point Replicate Generates a cloud of points around the input points.

Point Split Splits points shared by multiple vertices, optionally only if the verticesdiffer in attribute values.

Point Velocity Computes and manipulates velocities for points of a geometry.

Point Weld Merges points interactively.

Points from Volume Creates set of regular points filling a volume.

Poly Bridge Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.

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

Poly Extrude Extrudes polygonal faces and edges.

PolyBevel Creates straight, rounded, or custom fillets along edges and corners.

PolyCut Breaks curves where an attribute crosses a threshold.

PolyDoctor Helps repair invalid polygonal geometry, such as for cloth simulation.

PolyFill Fills holes with polygonal patches.

PolyFrame Creates coordinate frame attributes for points and vertices.

PolyLoft Creates new polygons using existing points.

PolyPatch Creates a smooth polygonal patch from primitives.

PolyPath Cleans up topology of polygon curves.

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

PolySoup Combines polygons into a single primitive that can be more efficient for many polygons

PolySpline The PolySpline SOP fits a spline curve to a polygon or hull andoutputs a polygonal approximation of that spline.

PolySplit Divides an existing polygon into multiple new polygons.

PolyWire Constructs polygonal tubes around polylines, creatingrenderable geometry with smooth bends and intersections.

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.

Primitive Edits primitive, primitive attributes, and profile curves.

Profile Extracts or manipulates profile curves.

Project Creates profile curves on surfaces.

Pyro Post-Process Applies common post-processing effects to the results of Pyro solves.

Pyro Solver Runs a dynamic Pyro simulation.

Pyro Source Creates points for sourcing pyro and smoke simulations.

Pyro Source Spread Pyro Source Spread solves for the spreading of flame across a point cloud.

Python Runs a Python snippet to modify the incoming geometry.

RBD Bullet Solver Runs a dynamic Bullet simulation.

RBD Cluster Combines fractured pieces or constraints into larger clusters.

RBD Configure Packs and creates attributes describing rigid body objects.

RBD Connected Faces Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry.

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.

RBD Convert Constraints Converts existing constraint prims into constraints with different anchor positions.

RBD Deform Pieces Deforms geometry with simulated proxy geometry.

RBD Disconnected Faces Detects when connected faces have become separated.

RBD Exploded View Merges RBD fractured geometry with the proxy geometry and pushes it out from the center to create an exploded view.

RBD I/O Packs RBD fractured geometry, saves them to disk, and loads them back again.

RBD Interior Detail Creates additional detail on the interior surfaces of fractured geometry.

RBD 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.

RMan Shader Attaches RenderMan shaders to groups of faces.

ROP Geometry Output

Rails Generates surfaces by stretching cross-sections betweentwo guide rails.

Ray Projects one surface onto another.

Refine Increases the number of points/CVs in a curve or surfacewithout changing its shape.

Reguide Scatters new guides, interpolating the properties of existing guides.

Remesh Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles.

Repack Repacks geometry as an embedded primitive.

Resample Resamples one or more curves or surfaces into even length segments.

Rest Position Sets the alignment of solid textures to the geometry so thetexture stays put on the surface as it deforms.

Retime Retimes the time-dependent input geometry.

Reverse Reverses or cycles the vertex order of faces.

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

Rewire Vertices Rewires vertices to different points specified by an attribute.

Ripple Generates ripples by displacing points along the up directionspecified.

Ripple Generates ripples by displacing points along the up directionspecified.

Scatter Scatters new points randomly across a surface or through a volume.

Script Runs scripts when cooked.

Sculpt Lets you interactively reshape a surface by brushing.

Sequence Blend Morphs though a sequence of 3D shapes, interpolating geometry and attributes.

Shape Diff 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.

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

Sky Creates a sky filled with volumentric clouds

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 tosurrounding points.

Soft Transform Moves the selected point, with smooth rolloff to surrounding points.

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.

Solid Fracture Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.

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.

Sort Reorders points and primitives in different ways, including randomly.

Sphere Creates a sphere or ovoid surface.

Split Splits primitives or points into two streams.

Spray Paint Spray paints random points onto a surface.

Sprite A SOP node that sets the sprite display for points.

Starburst Insets points on polygonal faces.

Stash Caches the input geometry in the node on command, and then uses it as the node’s output.

Stitch Stretches two curves or surfaces to cover a smooth area.

Stroke Low level tool for building interactive assets.

Subdivide Subdivides polygons into smoother, higher-resolution polygons.

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.

Super Quad Generates an isoquadric surface.

Surfsect Trims or creates profile curves along the intersection linesbetween NURBS or bezier surfaces.

Sweep Creates a surface by sweeping a cross section curve along a spine curve.

Switch Switches between network branches based on an expressionor keyframe animation.

Switch-If Switches between two network branches based on an expression or geometry test.

TOP Geometry Sends input geometry to a TOP subnet and retrieves the output geometry.

Table Import Reads a CSV file creating point per row.

Test Geometry: Crag Creates a rock creature, which can be used as test geometry.

Test Geometry: Pig Head Creates a pig head, which can be used as test geometry..

Test Geometry: Rubber Toy Creates a rubber toy, which can be used as test geometry.

Test Geometry: Shader Ball Creates a shader ball, which can be used to test shaders.

Test Geometry: Squab Creates a squab, which can be used as test geometry.

Test Geometry: Tommy Creates a soldier, which can be used as test geometry.

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.

Tet Partition Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh

Tetrahedralize Performs variations of a Delaunay Tetrahedralization.

TimeShift Cooks the input at a different time.

Toon Shader Attributes Sets attributes used by the Toon Color Shader and Toon Outline Shader.

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

Torus Creates a torus (doughnut) shaped surface.

Trace Traces curves from an image file.

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.

Tri Bezier Creates a triangular Bezier surface.

TriDivide Refines triangular meshes using various metrics.

Triangulate 2D Connects points to form well-shaped triangles.

Trim Trims away parts of a spline surface defined by a profile curveor untrims previous trims.

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

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 froma set direction.

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

UV Texture Assigns texture UV coordinates to geometryfor 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.

Unix Processes geometry using an external program.

Unpack Unpacks packed primitives.

Unpack Points Unpacks points from packed primitives.

Unpack USD Converts "packed USD" primitives into normal Houdini geometry.

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 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 Points Group Manipulates the Internal Groups of a VDB Points Primitive.

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 Segment 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 Topology 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 Split Splits a vector VDB primitive into three scalar VDB primitives.

VDB Visualize Tree Replaces a VDB volume with geometry that visualizes its structure.

VDB from Particle Fluid Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.

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

VDB from Polygons Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

VDB to Spheres Fills a VDB volume with adaptively-sized spheres.

Vellum Configure Grain Configures geometry for Vellum Grain constraints.

Vellum Constraints Configure constraints on geometry for the Vellum solvers.

Vellum Drape Vellum solver setup to pre-roll fabric to drape over characters.

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 Reference Frame Ties vellum points to a reference frame defined by moving geometry.

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 Unpack Unpacks a Vellum simulation into two outputs.

Verify BSDF Verify that a bsdf conforms to the required interface.

Vertex Manually adds or edits attributes on vertices (rather than on points).

Visibility Shows/hides primitives in the 3D viewer and UV editor.

Visualize Lets you attach visualizations to different nodes in a geometry network.

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 3×3×3 ?

Volume FFT Compute the Fast Fourier Transform of volumes.

Volume Feather Feathers the edges of volumes.

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 VOP Runs CVEX on a set of volume primitives.

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 Wrangle Runs a VEX snippet to modify voxel values in a volume.

Volume from Attribute Sets the voxels of a volume from point attributes.

Voronoi Fracture Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points

Voronoi Fracture Points Given an object and points of impact on the object, this SOPgenerates a set of points that can be used as input to the VoronoiFracture SOP to simulate fracturing theobject from those impacts.

Voronoi Split Cuts the geometry into small pieces according to a set of cutsdefined by polylines.

Vortex Force Attributes Creates the point attributes needed to create a Vortex Force DOP.

Whitewater Source Generates volumes to be used as sources in a whitewater simulation.

Winding Number Computes generalized winding number of surface at query points.

Wire Blend Morphs between curve shapes while maintaining curve length.

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.

Wire Transfer Transfers the shape of one curve to another.

Wireframe Constructs polygonal tubes around polylines, creating renderable geometry.

_heightfield_common

_vellum_common

glTF ROP output driver

posescope Assigns channel paths and/or pickscripts to geometry.

standard_crowdsim_parms


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/ordetail 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 from Map Samples texture map information to a point attribute.

Attribute from Volume Copies information from a volume onto the point attributes ofanother piece of geometry, with optional remapping.

Attribute Interpolate Interpolates attributes within primitives or based on explicit weights.

Attribute Mirror Copies and flips attributes from one side of a plane toanother.

Attribute Noise Adds noise to attributes of the incoming geometry.

Attribute Paint Interactively paint point attributes, such as color or deformation mask values, directly on geometry.

Attribute Promote Promotes or demotes attributes from one geometry level to another.

Attribute Randomize Generates random attribute values of various distributions.

Attribute Remap Fits an attribute’s values to a new range.

Attribute Rename Renames or deletes point and primitive attributes.

Attribute Reorient Modifies point attributes based on differences between two models.

Attribute String Edit Edits string attribute values.

Attribute Swap Copies, moves, or swaps the contents of attributes.

Attribute Transfer Transfers vertex, point, primitive, and/ordetail 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 polygonedges, for use with the Subdivide SOP.

Curve Surface ?

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

Distance Along Geometry Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point.

Distance from Geometry Measures distance between each point and a reference geometry.

Distance from Target Measures distance of each point from a target.

Measure Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes.

MetaGroups Defines groupings of metaballs so that separate groupings are treatedas separate surfaces when merged.

Name Creates a "naming" attribute on points or primitives allowing youto refer to them easily, similar to groups.

Paint Attributes ?

Partition Places points and primitives into groups based on a user-suppliedrule.

Point Velocity Computes and manipulates velocities for points of a geometry.

Pose Scope ?

Primitive Edits primitive, primitive attributes, and profile curves.

Primitive Split ?

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 Manually adds or edits attributes on vertices (rather than on points).

Vertex - Old ?

Vertex Split ?

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 ?

Export Object Transforms Export transform attributes to object nodes.


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.

Circle from Edges Transforms selected geometry into a circle.

Edge Collapse Collapses edges and faces to their centerpoints.

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

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

Edge Equalize Transforms selected edges so that all edges are of equal length.

Edge Flip Flips the direction of polygon edges.

Edge Fracture Cuts geometry along edges using guiding curves.

Edge Straighten Straightens selected edges.


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 ?

USD Configure ?

USD Export ?


fluid

Collision Source Creates geometry and VDB volumes for use with DOPs collisions.

FLIP Source Creates a surface or density VDB for sourcing FLIP simulations.

Fluid Compress Compresses the output of fluid simulations to decrease size on disk

Ocean Evaluate 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 Creates set of regular points filling a volume.


group

Group Generates groups of points, primitives, edges, or vertices according to various criteria.

Group by Lasso Groups points and primitives by lasso.

Group by Range ?

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 ?

Group Delete Deletes groups of points, primitives, edges, or vertices according to patterns.

Group Expand Expands or shrinks groups of Edges, Points, Primitives, or Vertices.

Group Expression Runs VEX expressions to modify group membership.

Group Find Path Constructs groups for paths between elements.

Group from Attribute Boundary Creates a group that includes the boundaries of the specified attribute.

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 Range Groups points and primitives by ranges.

Group Rename Renames groups according to patterns.

Group Transfer Transfers groups between two pieces of geometry, based onproximity.

Name from Groups ?


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 Advect 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 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 (Bend) ?

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.

Wire Transfer Transfers the shape of one curve to another.


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 positionsand point attributes.

Dio I/O ?

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 withpoint attributes.

File Reads, writes, or caches geometry on disk.

File Merge Reads and collates data from disk.

GLTF ?

Lidar Import Reads a lidar file and imports a point cloud from its data.

LOP Import ?

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.

USD Import ?


managers

CHOP Network ?

COP2 Network Imports 2d geometry from a Composite network.

DOP Network

LOP Network ?

Material Network ?

Object Network ?

ROP Alembic Output ?

ROP FBX Output ?

ROP Geometry Output

ROP GLTF Output ?

ROP Network ?

SHOP Network ?

SOP Network ?

TOP Network ?

VOP Network ?


manipulate

Bend Applies captures such as bend, twist, taper, and squash/stretch.

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

Clay Lets you deform NURBS faces and NURBS surfaces by pulling points that liedirectly on them.

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

Curve Clay ?

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 inputgeometry.

Inflate Deforms the points in the first input to make room for theinflation tool.

Linear Taper ?

Magnet Deforms geometry by using another piece of geometryto attract or repel points.

Match Axis Aligns the input geometry to a specific axis.

Match Size Resizes and recenters the geometry according to referencegeometry.

Mountain Displaces points along their normals based on fractal noise.

Peak Moves primitives, points, edges or breakpoints along their normals.

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 directionspecified.

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 tosurrounding 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.

Twise ?


mask

Mask Along Geometry ?

Mask from Geometry ?

Mask from Target ?


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 thetexture stays put on the surface as it deforms.

RMan Shader Attaches RenderMan shaders to groups of faces.

Split UV Seams ?

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 froma set direction.

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

UV Texture Assigns texture UV coordinates to geometryfor 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.


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.

Packed Edit Editing Packed Primitives.

Repack Repacks geometry as an embedded primitive.

Unpack Unpacks packed primitives.

Unpack Points Unpacks points from packed primitives.

Unpack USD Converts "packed USD" primitives into normal Houdini geometry.

Unpack USD to Polygons ?


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.

Scatter 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 ?

Boolean Shatter ?

Boolean Subtract ?

Boolean Union ?

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 withshared 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 pointnormals.

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

Edge Flip Flips the direction of polygon edges.

Ends Closes, opens, or clamps end points.

Extract All Points ?

Extrude Extrudes geometry along a normal.

Extrude - Old ?

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.

Orientation Along Curve Computes orientations (frames) along curves.

Point Weld Merges points interactively.

Poly Bridge Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.

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

Poly Extrude Extrudes polygonal faces and edges.

PolyBevel Creates straight, rounded, or custom fillets along edges and corners.

PolyCut Breaks curves where an attribute crosses a threshold.

PolyDoctor Helps repair invalid polygonal geometry, such as for cloth simulation.

PolyFill Fills holes with polygonal patches.

PolyFrame Creates coordinate frame attributes for points and vertices.

PolyLoft Creates new polygons using existing points.

PolyPatch Creates a smooth polygonal patch from primitives.

PolyPath Cleans up topology of polygon curves.

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

PolySoup Combines polygons into a single primitive that can be more efficient for many polygons

PolySpline The PolySpline SOP fits a spline curve to a polygon or hull andoutputs a polygonal approximation of that spline.

PolySplit Divides an existing polygon into multiple new polygons.

PolyWire Constructs polygonal tubes around polylines, creatingrenderable 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 ?

Starburst Insets points on polygonal faces.

Subdivide Subdivides polygons into smoother, higher-resolution polygons.

Super Quad Generates an isoquadric surface.

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

TriDivide Refines triangular meshes using various metrics.

Triangulate 2D Connects points to form well-shaped triangles.

Voronoi 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 ?

Curve Creates polygonal, NURBS, or Bezier curves.

Draw Curve Creates a curve based on user input in the viewport.

File Reads, writes, or caches geometry on disk.

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

Grid Creates planar geometry.

IsoSurface 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 Solids Creates platonic solids of different types.

PolySoup 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 ?

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


pyro

Pyro Configure Billowy Smoke ?

Pyro Configure Fireball ?

Pyro Configure Spreading Fire ?

Pyro Post-Process Applies common post-processing effects to the results of Pyro solves.

Pyro Solver Runs a dynamic Pyro simulation.

Pyro Source Creates points for sourcing pyro and smoke simulations.

Pyro Source Spread Pyro Source Spread solves for the spreading of flame across a point cloud.


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 Utility node that 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 whichpoints are captured to a bone.

Cloth Capture Captures low-res simulated cloth.

Cloth Deform Deforms geometry captured by the Cloth Capture SOP.

Delta Mush ?

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 ?


test

Test Geometry: Crag Creates a rock creature, which can be used as test geometry.

Test Geometry: Pig Head Creates a pig head, which can be used as test geometry..

Test Geometry: Rubber Toy Creates a rubber toy, which can be used as test geometry.

Test Geometry: Shader Ball Creates a shader ball, which can be used to test shaders.

Test Geometry: Squab Creates a squab, which can be used as test geometry.

Test Geometry: Tommy Creates a soldier, which can be used as test geometry.

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.


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 geometryonto the points of the second input.

Copy to Curves Copies geometry in the first input onto curves of the second input.

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

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

Cross Section Surface Creates a surface around cross sections.

Detangle Attempts to prevent collisions when deforming geometry.

Each Culls the input geometry according to the specifications of theFor 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 or strings.

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.

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 Primitive ?

For-Each with Feedback ?

Glue Cluster Adds strength to a glue constraint network according to clustervalues.

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 ?

Point Split Splits points shared by multiple vertices, optionally only if the verticesdiffer in attribute values.

Point VOP ?

Point Wrangle ?

PolyDoctor Helps repair invalid polygonal geometry, such as for cloth simulation.

PolyPath Cleans up topology of polygon curves.

POP Network ?

Primitive VOP ?

Primitive Wrangle ?

Python Runs a Python snippet to modify the incoming geometry.

Rails Generates surfaces by stretching cross-sections betweentwo guide rails.

Resample Resamples one or more curves or surfaces into even length segments.

Retime Retimes the time-dependent input geometry.

Rewire 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 ?

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 a cross section curve along a spine curve.

Switch Switches between network branches based on an expressionor keyframe animation.

Switch-If Switches between two network branches based on an expression or geometry test.

Tet Partition Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh

Tetrahedralize Performs variations of a Delaunay Tetrahedralization.

Time Blend ?

Time Shift ?

Time Warp ?

TOP Geometry Sends input geometry to a TOP subnet and retrieves the output geometry.

Unique Points ?

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 SOPgenerates a set of points that can be used as input to the VoronoiFracture SOP to simulate fracturing theobject from those impacts.

Voronoi Split Cuts the geometry into small pieces according to a set of cutsdefined by polylines.

Winding Number Computes generalized winding number of surface at query points.


vellum

Vellum Configure Grain Configures geometry for Vellum Grain constraints.

Vellum Configure Hair ?

Vellum Configure Strut Softbody ?

Vellum Configure Tetrahedral 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 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 Reference Frame Ties vellum points to a reference frame defined by moving geometry.

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 Stitch Points ?

Vellum Struts ?

Vellum Unpack Unpacks a Vellum simulation into two outputs.

Vellum Weld Points ?


view

Toggle Stowbars ?


volume

Attribute from Volume Copies information from a volume onto the point attributes ofanother 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.

IsoOffset Builds an offset surface from geometry.

Name Creates a "naming" attribute on points or primitives allowing youto 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 ?

Volume Feather Feathers the edges of volumes.

Volume FFT Compute the Fast Fourier Transform of volumes.

Volume from Attribute Sets the voxels of a volume from point attributes.

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.


volume_paint

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