Nodes
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Removes elements while trying to maintain the overall appearance.
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Creates Points or Polygons, or adds points/polys to an input.
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Creates agent primitives.
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Adds new clips to agent primitives.
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Defines how agents' animation clips should be played back.
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Creates geometry describing possible transitions between animation clips.
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Creates a new agent layer that is suitable for collision detection.
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Creates point attributes that specify the rotation limits of an agent’s joints.
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Builds a constraint network to hold an agent’s limbs together.
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Edits properties of agent primitives.
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Adds a new layer to agent primitives.
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Adjusts the head of an agent to look at a specific object or position.
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Adjusts the head of an agent to look at a specific object or position.
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Adds various common point attributes to agents for use by other crowd nodes.
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Adds various common point attributes to agents for use by other crowd nodes.
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Provides simple proxy geometry for an agent.
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Creates parent-child relationships between agents.
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Adapts agents' legs to conform to terrain and prevent the feet from sliding.
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Adds new transform groups to agent primitives.
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Loads the geometry from an Alembic scene archive (.abc) file into a geometry network.
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Creates a geometry group for Alembic primitives.
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Modifies intrinsic properties of Alembic primitives.
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Aligns a group of primitives to each other or to an auxiliary input.
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Cleans up a series of break operations and creates the resulting pieces.
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Blurs out (or "relaxes") points in a mesh or a point cloud.
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Changes the size/precision Houdini uses to store an attribute.
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Composites vertex, point, primitive, and/or detail attributes between two or more selections.
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Copies attributes between groups of vertices, points, or primitives.
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Adds or edits user defined attributes.
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Deletes point and primitive attributes.
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Allows simple VEX expressions to modify attributes.
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Fades a point attribute in and out over time.
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Interpolates attributes within primitives or based on explicit weights.
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Copies and flips attributes from one side of a plane to another.
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Promotes or demotes attributes from one geometry level to another.
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Generates random attribute values of various distributions.
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Renames or deletes point and primitive attributes.
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Modifies point attributes based on differences between two models.
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Edits string attribute values.
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Copies, moves, or swaps the contents of attributes.
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Transfers vertex, point, primitive, and/or detail attributes between two models.
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Transfers attributes between two geometries based on UV proximity.
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Runs a VOP network to modify geometry attributes.
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Runs a VEX snippet to modify attribute values.
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Samples texture map information to a point attribute.
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Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping.
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Converts primitives for ODE and Bullet solvers.
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Computes lighting values within volume primitives
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Provides operations for moving knots within the parametric space of a NURBS curve or surface.
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Applies deformations such as bend, taper, squash/stretch, and twist.
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Deletes primitives, points, edges or breakpoints.
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Computes a 3D metamorphosis between shapes with the same topology.
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The start of a looping block.
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The start of a compile block.
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The end/output of a looping block.
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The end/output of a compile block.
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Supports Bone Deform by assigning capture weights to bones.
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Supports Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes.
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Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.
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Supports Bone Deform by assigning capture weights to points based on distance to bones.
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Uses capture attributes created from bones to deform geometry according to their movement.
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Creates default geometry for Bone objects.
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Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.
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Creates an axis-aligned bounding box or sphere for the input geometry.
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Creates a cube or six-sided rectangular box.
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Breaks the input geometry using the specified cutting shape.
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Deforms the points in the first input using one or more magnets from the second input.
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Records and caches its input geometry for faster playback.
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Closes open areas with flat or rounded coverings.
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Converts array attributes into a single index-pair capture attribute.
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Converts a single index-pair capture attribute into per-point and detail array attributes.
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Adjusts capture regions and capture weights.
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Lets you paint capture attributes directly onto geometry.
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Copies capture attributes from one half of a symmetric model to the other.
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Overrides the capture weights on individual points.
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Supports Capture and Deform operation by creating a volume within which points are captured to a bone.
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Slices, cuts or extracts points or cross-sections from a primitive.
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Reads sample data from a chop and converts it into point positions and point attributes.
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Creates open or closed arcs, circles and ellipses.
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Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.
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Helps clean up dirty models.
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Removes or groups geometry on one side of a plane, or creases geometry along a plane.
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Captures low-res simulated cloth.
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Deforms geometry captured by the Cloth Capture SOP.
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Creates a volume representation of source geometry.
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Fills a volume with a diffuse light.
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Applies a cloud like noise to a Fog volume.
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Low-level machinery to cluster points based on their positions (or any vector attribute).
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Higher-level node to cluster points based on their positions (or any vector attribute).
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Creates geometry and VDB volumes for use with DOPs collisions.
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Adds color attributes to geometry.
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Adjust surface point normals by painting.
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Creates lines between nearby pieces.
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Creates an attribute with a unique value for each set of connected primitives or points.
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Creates simple geometry for use as control shapes.
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Converts geometry from one geometry type to another.
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Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.
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Converts the input geometry into line segments.
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Polygonizes metaball geometry.
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Generates the oriented surface of a tetrahedron mesh.
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Converts sparse volumes.
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Converts a Point Cloud into a VDB Points Primitive, or vice versa.
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Converts the iso-surface of a volume into a polygonal surface.
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Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.
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Copies geometry and applies transformations to the copies.
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Copies the geometry in the first input onto the points of the second input.
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Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.
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Deforms and animates a piece of geometry across a surface.
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Populates a crowd of agent primitives.
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Creates crowd agents to be used with the crowd solver.
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Creates polygonal, NURBS, or Bezier curves.
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Deforms a spline surface by reshaping a curve on the surface.
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Finds the intersections (or points of minimum distance) between two or more curves or faces.
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Imports fields from DOP simulations, saves them to disk, and loads them back again.
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Imports scalar and vector fields from a DOP simulation.
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Imports option and record data from DOP simulations into points with point attributes.
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Generates point emission sources for debris from separating fractured rigid body objects.
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Runs a VEX snippet to deform geometry.
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Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.
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Removes polygons that overlap.
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Smooths out (or "relaxes") point deformations.
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Deletes edges from the input polygonal geometry merging polygons with shared edges.
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Deletes points, primitives, and edges from the input geometry and repairs any holes left behind.
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Divides, smooths, and triangulates polygons.
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Imports and transforms geometry based on information extracted from a DOP simulation.
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Creates a curve based on user input in the viewport.
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Culls the input geometry according to the specifications of the For Each SOP.
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Collapses edges and faces to their centerpoints.
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Sharpens edges by uniquing their points and recomputing point normals.
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Inserts points on the edges of polygons and optionally connects them.
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Flips the direction of polygon edges.
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Copies and optionally modifies attribute values along edges networks and curves.
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Edits points, edges, or faces interactively.
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Closes, opens, or clamps end points.
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Sets an attribute on selected points or primitives to sequential numbers.
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Generates a message, warning, or error, which can show up on a parent asset.
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Pushes geometry out from the center to create an exploded view.
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Extrudes geometry along a normal.
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Extrudes surface geometry into a volume.
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Controls the smoothness of faceting of a surface.
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Evolves polygonal curves as vortex filaments.
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Reads, writes, or caches geometry on disk.
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Writes and reads geometry sequences to disk.
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Reads and collates data from disk.
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Creates smooth bridging geometry between two curves or surfaces.
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Finds the shortest paths from start points to end points, following the edges of a surface.
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Fits a spline curve to points, or a spline surface to a mesh of points.
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Compresses the output of fluid simulations to decrease size on disk
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Creates one or multiple volumes out of geometry to be used in a fluid simulation
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Creates 3D text from Type 1, TrueType and OpenType fonts.
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Uses a metaball to attract or repel points or springs.
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Creates jagged mountain-like divisions of the input geometry.
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Создает множество кривых на поверхности, представляющих из себя волосы или шерсть.
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Merges or splits (uniques) points.
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Adds strength to a glue constraint network according to cluster values.
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Generates particles to be used as sources in a particle-based grain simulation.
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Creates planar geometry.
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Объединяет направляющие и геометрии кожи двух груминг объектов.
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Получает данные груминга из объектов груминга.
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Помещает компоненты груминга в упакованные примитивы, чтобы в последствии записать на диск.
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Переключение всех компонентов между двумя потоками груминга.
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Распаковывает компоненты груминга из запакованного груминга.
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Generates groups of points, primitives, edges, or vertices according to various criteria.
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Combines point groups, primitive groups, or edge groups according to boolean operations.
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Copies groups between two pieces of geometry, based on point/primitive numbers.
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Deletes groups of points, primitives, edges, or vertices according to patterns.
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Runs VEX expressions to modify group membership.
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Sets group membership interactively by painting.
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Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups.
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Groups points and primitives by ranges.
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Renames groups according to patterns.
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Transfers groups between two pieces of geometry, based on proximity.
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Перемещает точки направляющих в соответствии с объемом (полем) скоростей.
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Решает коллизии направляющих кривых с VDB SDF (signed distance fields).
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Деформирует геометрию в соответствии с анимированной поверхностью кожи или направляющими кривыми (при наличии).
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Интуитивное управление направляющими кривыми во вьюпорте.
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Создает стандартные группы примитивов, используемые инструментами груминга.
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Позволяет быстро указать направляющим волос некоторое начальное направление.
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Создает атрибуты масок для различных операций груминга.
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Считывает атрибуты геометрии кожи в корневой точке направляющих кривых.
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Построение пространства касательных вдоль кривой.
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Перенос направляющих волос между геометриями.
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Собирает в пряди направляющие кривые.
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Генерирует волосы на поверхности или из точек.
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Создает поле скоростей, основанное на примитивах мазков.
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Generates an initial heightfield volume for use with terrain tools.
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Blurs a terrain height field or mask.
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Limits height values to a certain minimum and/or maximum.
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Creates a copy of a height field or mask.
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Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field.
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Advects the input volume through a noise pattern to break up hard edges and add variety.
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Lets you draw shapes to create a mask for height field tools.
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Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.
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Imports a 2D image map from a file or compositing node into a height field or mask.
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Copies another layer over the mask layer, and optionally flattens the height field.
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Composites together two height fields.
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Sets all values in a heightfield layer to 0.
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Sets the border voxel policy on a height field volume.
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Creates a mask based on different features of the height layer.
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Creates a mask based some other geometry.
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Adds vertical noise to a height field, creating peaks and valleys.
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Exports height and/or mask layers to disk as an image.
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Lets you paint values into a height or mask field using strokes.
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Patches features from one heightfield to another.
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Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.
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Projects 3D geometry into a height field.
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Applies a material that lets you plug in textures for different layers.
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Remaps the values in a height field or mask layer.
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Changes the resolution of a height field.
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Scatters points across the surface of a height field.
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Simulates loose material sliding down inclines and piling at the bottom.
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Creates stepped plains from slopes in the terrain.
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Stitches height field tiles back together.
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Splits a height field volume into rows and columns.
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Height field specific scales and offsets.
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Visualizes elevations using a custom ramp material, and mask layers using tint colors.
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Makes holes in surfaces.
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Deforms the points in the first input to make room for the inflation tool.
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Instances Geometry on Points.
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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.
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Composes triangle surfaces and curves together into a single connected mesh.
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Processes its inputs using the operation of a referenced compiled block.
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Builds an offset surface from geometry.
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Generates an isometric surface from an implicit function.
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The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.
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Divides, deletes, or groups geometry based on an interactively drawn line.
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Creates fractal geometry from the recursive application of simple rules.
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Deforms geometry based on how you reshape control geometry.
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Reads a lidar file and imports a point cloud from its data.
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Creates polygon or NURBS lines from a position, direction, and distance.
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Animates points using an MDD file.
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Deforms geometry by using another piece of geometry to attract or repel points.
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Aligns the input geometry to a specific axis.
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Resizes and recenters the geometry according to reference geometry.
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Reorders the primitive and point numbers of the input geometry to match some reference geometry.
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Assigns one or more materials to geometry.
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Measures volume, area, and perimeter of polygons and puts the results in attributes.
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Merges geometry from its inputs.
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Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.
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Creates metaballs and meta-superquadric surfaces.
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Duplicates and mirrors geometry across a mirror plane.
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Displaces points along their normals based on fractal noise.
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Displaces points along their normals based on fractal noise.
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Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives
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Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles
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Creates a "naming" attribute on points or primitives allowing you to refer to them easily, similar to groups.
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Computes surface normal attribute.
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Does nothing.
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Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.
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Object_riggedmuscle@musclestrokebuilder
Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface.
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Deforms input geometry based on ocean "spectrum" volumes.
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Deforms input geometry based on ocean "spectrum" volumes.
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Generates particle-based foam
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Generates particles and volumes from ocean "spectrum" volumes for use in simulations
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Generates particles and volumes from ocean "spectrum" volumes for use in simulations
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Generates volumes containing information for simulating ocean waves.
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Instances individual waveforms onto input points and generated points.
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Executes an OpenCL kernel on geometry.
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Marks the output of a sub-network.
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Packs geometry into an embedded primitive.
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Packs points into a tiled grid of packed primitives.
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Editing Packed Disk Primitives.
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Editing Packed Primitives.
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Lets you paint color or other attributes on geometry.
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Creates a color volume based on drawn curve
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Creates a fog volume based on drawn curve
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Creates an SDF volume based on drawn curve
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Creates simple particle simulations without requiring an entire particle network.
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Generates a surface around the particles from a particle fluid simulation.
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Creates a set of regular points filling a tank.
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Places points and primitives into groups based on a user-supplied rule.
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Moves primitives, points, edges or breakpoints along their normals.
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Creates platonic solids of different types.
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Manually adds or edits point attributes.
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Constructs an iso surface from its input points.
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Deforms geometry on an arbitrary connected point mesh.
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Creates new points, optionally based on point positions in the input geometry.
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Jitters points in random directions.
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Moves points with overlapping radii away from each other, optionally on a surface.
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Generates a cloud of points around the input points.
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Creates set of regular points filling a volume.
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Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.
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Creates offset polygonal geometry for planar polygonal graphs.
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Extrudes polygonal faces and edges.
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Creates straight, rounded, or custom fillets along edges and corners.
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Bevels points and edges.
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Breaks curves where an attribute crosses a threshold.
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Helps repair invalid polygonal geometry, such as for cloth simulation.
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Extrudes polygonal faces and edges.
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Fills holes with polygonal patches.
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Creates coordinate frame attributes for points and vertices.
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Creates new polygons using existing points.
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Creates a smooth polygonal patch from primitives.
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Cleans up topology of polygon curves.
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Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.
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Combines polygons into a single primitive that can be more efficient for many polygons
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The PolySpline SOP fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.
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Divides an existing polygon into multiple new polygons.
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Divides an existing polygon into multiple new polygons.
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Stitches polygonal surfaces together, attempting to remove cracks.
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Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.
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Assigns channel paths and/or pickscripts to geometry.
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Edits primitive, primitive attributes, and profile curves.
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Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.
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Extracts or manipulates profile curves.
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Creates profile curves on surfaces.
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Runs a Python snippet to modify the incoming geometry.
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Attaches RenderMan shaders to groups of faces.
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Generates surfaces by stretching cross-sections between two guide rails.
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Projects one surface onto another.
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Increases the number of points/CVs in a curve or surface without changing its shape.
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Разбрасывает новые направляющие, интерполируя значения существующих направляющих.
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Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles.
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Repacks geometry as an embedded primitive.
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Resamples one or more curves or surfaces into even length segments.
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Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.
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Reverses or cycles the vertex order of faces.
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Revolves a curve around a center axis to sweep out a surface.
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Rewires vertices to different points specified by an attribute.
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Generates ripples by displacing points along the up direction specified.
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Scatters new points randomly across a surface or through a volume.
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Runs scripts when cooked.
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Lets you interactively reshape a surface by brushing.
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Morphs though a sequence of 3D shapes, interpolating geometry and attributes.
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Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…
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Computes the convex hull of the input geometry and moves its polygons inwards along their normals.
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Takes the convex hull of input geometry and moves its polygons inwards along their normals.
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Builds a skin surface between any number of shape curves.
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Creates a sky filled with volumentric clouds
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Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.
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Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.
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Moves the selected point along its normal, with smooth rolloff to surrounding points.
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Moves the selected point, with smooth rolloff to surrounding points.
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Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.
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Creates a simple tetrahedral mesh that covers a connected mesh.
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Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.
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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.
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Reorders points and primitives in different ways.
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Creates a sphere or ovoid surface.
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Splits primitives or points into two streams.
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Spray paints random points onto a surface.
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Simulates the behavior of points as if the edges connecting them were springs.
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A SOP node that sets the sprite display for points.
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Insets points on polygonal faces.
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Caches the input geometry in the node on command, and then uses it as the node’s output.
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Stretches two curves or surfaces to cover a smooth area.
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Low level tool for building interactive assets.
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Simplifies the building of tools that incrementally modify geometry based on strokes.
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Subdivides polygons into smoother, higher-resolution polygons.
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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.
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Generates an isoquadric surface.
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Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.
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Creates a surface by sweeping cross-sections along a backbone curve.
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Switches between network branches based on an expression or keyframe animation.
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Reads a CSV file creating point per row.
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Creates a pig head, which can be used as test geometry..
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Creates a rubber toy, which can be used as test geometry.
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Creates a shader ball, which can be used to test shaders.
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Creates a squab, which can be used as test geometry.
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Creates a soldier, which can be used as test geometry.
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Test Simulation: Crowd Transition
Provides a simple crowd simulation for testing transitions between animation clips.
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Provides a simple Bullet simulation for testing the behavior of a ragdoll.
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Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh
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Performs variations of a Delaunay Tetrahedralization.
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Retimes the input to a different time range.
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Blends intraframe values for geometry.
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Cooks the input at a different time.
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Sets attributes used by the Toon Color Shader and Toon Outline Shader.
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Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
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Creates a torus (doughnut) shaped surface.
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Traces curves from an image file.
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Creates trails behind points.
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The Transform operation transforms the source geometry in "object space" using a transformation matrix.
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Transforms the input geometry relative to a specific axis.
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Transforms the input geometry by a point attribute.
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Transforms input geometry according to transformation attributes on template geometry.
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Creates a triangular Bezier surface.
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Refines triangular meshes using various metrics.
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Connects points to form well-shaped triangles.
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Trims away parts of a spline surface defined by a profile curve or untrims previous trims.
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Creates open or closed tubes, cones, or pyramids.
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Applies deformations such as bend, linear taper, shear, squash/stretch, taper, and twist.
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Adjusts texture coordinates in the UV viewport by painting.
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Lets you interactively move UVs in the texture view.
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Creates flattened pieces in texture space from 3D geometry.
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Creates flattened pieces in texture space from 3D geometry.
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Merges UVs.
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Tries to pack UV islands efficiently into a limited area.
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Relaxes UVs by pulling them out toward the edges of the texture area.
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Assigns UVs by projecting them onto the surface from a set direction.
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Applies an image file as a textured shader to a surface.
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Assigns texture UV coordinates to geometry for use in texture and bump mapping.
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Transforms UV texture coordinates on the source geometry.
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Transforms UV texture coordinates on the source geometry.
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Separates UVs into reasonably flat, non-overlapping groups.
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Processes geometry using an external program.
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Unpacks packed primitives.
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Unpacks points from packed primitives.
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Creates one or more empty/uniform VDB volume primitives.
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Activates voxel regions of a VDB for further processing.
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Expand or contract signed distance fields stored on VDB volume primitives.
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Moves points in the input geometry along a VDB velocity field.
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Moves SDF VDBs in the input geometry along a VDB velocity field.
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Computes an analytic property of a VDB volumes, such as gradient or curvature.
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Clips VDB volume primitives using a bounding box or another VDB as a mask.
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Combines the values of two aligned VDB volumes in various ways.
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Tests VDBs for Bad Values and Repairs.
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Cuts level set VDB volume primitives into multiple pieces.
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Build an LOD Pyramid from a VDB.
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Blends between source and target SDF VDBs.
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Create a mask of the voxels in shadow from a camera for VDB primitives.
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Manipulates the Internal Groups of a VDB Points Primitive.
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Removes divergence from a Vector VDB.
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Fixes signed distance fields stored in VDB volume primitives.
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Re-samples a VDB volume primitive into a new orientation and/or voxel size.
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Reshapes signed distance fields in VDB volume primitives.
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Splits SDF VDBs into connected components.
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Smooths out the values in a VDB volume primitive.
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Smooths out SDF values in a VDB volume primitive.
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Creates an SDF VDB based on the active set of another VDB.
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Merges three scalar VDB into one vector VDB.
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Splits a vector VDB primitive into three scalar VDB primitives.
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Replaces a VDB volume with geometry that visualizes its structure.
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Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.
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Converts point clouds and/or point attributes into VDB volume primitives.
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Converts polygonal surfaces and/or surface attributes into VDB volume primitives.
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Fills a VDB volume with adaptively-sized spheres.
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References a VEX program that can manipulate point attributes.
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Verify that a bsdf conforms to the required interface.
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Manually adds or edits attributes on vertices (rather than on points).
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Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.
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Shows/hides primitives in the 3D viewer and UV editor.
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Lets you attach visualizations to different nodes in a geometry network.
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Creates a volume primitive.
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Computes analytic properties of volumes.
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Computes a speed-defined travel time from source points to voxels.
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Blurs the voxels of a volume.
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Bounds voxel data.
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Cuts polygonal objects using a signed distance field volume.
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Re-compresses Volume Primitives.
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Convolves a volume by a 3×3×3 kernel.
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Compute the Fast Fourier Transform of volumes.
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Feathers the edges of volumes.
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Flattens many volumes into one volume.
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Combines the scalar fields of volume primitives.
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Translates the motion between two "image" volumes into displacement vectors.
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Fill in a region of a volume with features from another volume.
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Remaps a volume according to a ramp.
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Rasterizes into a volume.
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Converts a curve into a volume.
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Converts fur or hair to a volume for rendering.
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Converts a point cloud into a volume.
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Converts a point cloud into a volume.
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Reduces the values of a volume into a single number.
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Resamples the voxels of a volume to a new resolution.
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Resizes the bounds of a volume without changing voxels.
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Builds a Signed Distance Field from an isocontour of a volume.
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Extracts 2d slices from volumes.
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Splices overlapping volume primitives together.
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Stamps volumes instanced on points into a single target volume.
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Adaptively surfaces a volume hierarchy with a regular triangle mesh.
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Computes a trail of points through a velocity volume.
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Runs CVEX on a set of volume primitives.
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Computes a velocity volume.
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Generates a volume velocity field using curve tangents.
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Generates a velocity field within a surface geometry.
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Adjusts attributes for multi-volume visualization.
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Runs a VEX snippet to modify voxel values in a volume.
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Sets the voxels of a volume from point attributes.
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Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points
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Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.
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Cuts the geometry into small pieces according to a set of cuts defined by polylines.
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Creates the point attributes needed to create a Vortex Force DOP.
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Generates emission particles and volumes to be used as sources in a Whitewater simulation.
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Morphs between curve shapes while maintaining curve length.
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Captures surfaces to a wire, allowing you to edit the wire to deform the surface.
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Deforms geometry captured to a curve via the Wire Capture node.
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Transfers the shape of one curve to another.
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Constructs polygonal tubes around polylines, creating renderable geometry.