Nodes
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Design audio filters and sound materials for the spatial audio system.
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Imports an animation clip from an agent primitive.
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Calculates the area under a channel’s graph, which is the same as calculating the integral of a channel, or integrating the channel.
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Adds, removes or updates attributes of the input chop.
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Receives audio input from the analog audio ports or the digital port.
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A 14-band equalizer which filters audio input channels in the same way that a conventional band equalizer uses a bank of sliders to filter fixed-frequency bands of sound.
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Manually tap the beat of a piece of music, and automatically generate a repeating ramp or pulse that continues to keep time with the music after the taps stop.
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Combines two or more chops in input 2, 3 and so on, by using a set of blending channels in input 1.
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Performs multi-dimensional, example-based interpolation of channels.
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Creates channels from the value of its parameters.
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Contains a VOP network that can manipulate channel data.
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Runs a VEX snippet to modify channel data.
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Layers (blends) the channels of one CHOP on the channels of another CHOP.
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Create up to forty new channels.
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Combines two or more chops by using a list of weights specified as parameters.
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Returns an Object Local Transform.
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Returns an Object Parent Transform.
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Returns an Object World Transform.
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Constrains rotation so it always points toward a target position.
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Compares two objects and returns information on their relative positions and orientations.
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Compares two objects and returns information on their relative positions and orientations.
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Constraint Object Pretransform
Returns an Object Pretransform.
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Applies an transformation offset after evaluating a constraint.
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Reparent an object.
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Position an object on a path and orient it to the path’s direction.
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Position and Orient an object using point positions from a geometry.
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Combines multiple chops by blending the inputs in sequence.
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Combines two chops by using a single weight specified as a parameter.
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Position and Orient an object using the surface of a geometry.
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Takes translate, rotate, and/or scale channels and transforms them.
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Produces multiple copies of the second input along the timeline of the first input.
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Counts the number of times a channel crosses a trigger or release threshold.
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Creates cycles.
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Delays the input, and can be run in normal or time-sliced mode.
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Removes channels coming from its input.
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Turns data from device inputs into transform data
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Extracts any information from a DOP simulation that is accessible through the dopfield expression function.
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Outputs the maximum amplitude in the vicinity of each sample of the input.
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Fixes discontinuity of rotation data after cracking matrices
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A convenient tool for exporting channels.
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Export Constraints Network on any object
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Modify input channels by using expressions.
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Only sets the "extend conditions" of a chop, which determines what values you get when sampling the CHOP before or after its interval.
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Extracts locomotion from an animation clip.
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Used for controlling other CHOPs.
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Get the state of a chop as it was one frame or time slice ago.
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Imports channels from other OPs.
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Reads in channel and audio files for use by chops.
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Smooths or sharpens the input channels.
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Computes when position channels are stationary.
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Divides the input channels into groups, cooking the contained network for each group.
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Provides more complicated math functions than found in the Math CHOP: trigonometic functions, logarithmic functions and exponential functions.
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Turns input values for the gamepad or joystick device into channel outputs.
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Uses a geometry object to choose a sop from which the channels will be created.
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The "engine" which drives Inverse Kinematic solutions using the Handle object.
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Sample and hold the value of the first input.
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Solves inverse kinematics rotations for bone chains.
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Returns an identity transform.
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Converts rows and/or columns of pixels in an image to CHOP channels.
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Treats its multiple-inputs as keyframes and interpolates between them.
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Generates channels for bone objects based on a bone chain and an end affector.
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Returns an invert transform of the input.
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Creates a jiggling effect in the translate channels passed in.
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Turns key presses into channel output.
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Adds lag and overshoot to channels.
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Mix weighted layers of keyframed animation from multiple Channel CHOPs to a base Channel CHOP.
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Provides a variety of functions to limit and quantize the input channels.
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Converts channels of all its input chops into binary channels and combines them using a variety of logic operations.
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Uses a channel in the first input to index into a lookup table in the second input, and output values from the lookup table.
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The MIDI In CHOP reads Note events, Controller events, Program Change events, and Timing events from both midi devices and files.
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The MIDI Out CHOP sends MIDI events to any available MIDI devices.
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Perform a variety of arithmetic operations on and between channels.
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Takes multiple inputs and merges them into the output.
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Outputs X and Y screen values for the mouse device.
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Turns input values for the Connexion space mouse into channel outputs.
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Post multiplies all the input transformations.
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Similar to the Pipe In/Out CHOPs in Network mode.
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Makes an irregular wave that never repeats, with values approximately in the range -1 to +1.
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Used as a place-holder and does not have a function of its own.
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Compares two objects and returns information on their relative positions and orientations.
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Creates channels representing the transforms for a chain of objects.
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Generates sounds in two ways.
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Marks the output of a sub-network.
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Filters an audio clip, and then applies other audio effects.
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Produces translate and rotate channels to move Objects according to the positions of particles in a POP Network.
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Filters audio input using one of four different filter types.
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Translates english text into a series of phonetic values.
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Pipes data from custom devices into a CHOP, without needing the Houdini Developers' Kit or knowledge of Houdini internals.
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Transmit data out of Houdini to other processes.
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Attempts to extract the fundamental pitch of a musical tone from the input audio.
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Store a transform pose for later use by evaluating the input.
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Computes the difference between two poses.
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Takes translate, rotate, and/or scale channels and transforms them using the pretransform of the given object.
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Generates pulses at regular intervals of one channel.
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Renames channels.
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Reorders the first input CHOP’s channels by numeric or alphabetic patterns.
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Resamples an input’s channels to a new rate and/or start/end interval.
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Takes all its inputs and appends one chop after another.
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This time-shifts a CHOP, changing the start and end of the CHOP’s interval.
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Reorganizes a list of channels.
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Calculates the slope (or derivative) of the input channels.
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The rendering engine for producing 3D audio.
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Calculates the frequency spectrum of the input channels, or a portion of the channels.
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Edit the channel data by using direct manipulation of cubic or Bezier handles in the graph of the CHOP.
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Creates vibrations influenced by the input channels, as if a mass was attached to a spring.
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Preserves the shape of channels and the sampling rate, but resamples the channels into a new interval.
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Allows for the simplification of complex networks by collapsing several CHOPs into one.
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Control the flow of channels through a CHOPnet.
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Takes translate, rotate, and/or scale channels and transforms them.
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Combines a chain of translate, rotate, and/or scale channels.
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Adds an audio-style attack/decay/sustain/release (ADSR) envelope to all trigger points in the input channels.
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Shortens or lengthens the input’s channels.
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This function is a sub-set of the waveform CHOP.
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Performs vector operations on a set or sets of channels.
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The Voice Split CHOP takes an audio track and separates "words" out into different channels.
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The Voice Sync CHOP detects phonemes in an audio channel given some audio phoneme samples and pro…
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Time-warps the channels of the first input (the Pre-Warp Channels) using one warping channel in the second input.
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Creates a waveform that is repeated.