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The Geo object represents a highlevel modeled object, such as a character or a prop. It contains geometry operators that define its shape.
Parameters
Transform
Transform Order
The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.
The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.
Translate
Translation along XYZ axes.
Rotate
Degrees rotation about XYZ axes.
Scale
Nonuniform scaling about XYZ axes.
Pivot
Local origin of the object. See also setting the pivot point .
Uniform Scale
Scale the object uniformly along all three axes.
Modify PreTransform
This menu contains options for manipulating the pretransform values. The pretransform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.
Clean Transform
This reverts the translate, rotate, scale parameters to their default values while maintaining the same overall transform.
Clean Translates
This sets the translate parameter to (0, 0, 0) while maintaining the same overall transform.
Clean Rotates
This sets the rotate parameter to (0, 0, 0) while maintaining the same overall transform.
Clean Scales
This sets the scale parameter to (1, 1, 1) while maintaining the same overall transform.
Extract Pretransform
This removes the pretransform by setting the translate, rotate, and scale parameters in order to maintain the same overall transform. Note that if there were shears in the pretransform, it can not be completely removed.
Reset Pretransform
This completely removes the pretransform without changing any parameters. This will change the overall transform of the object if there are any nondefault values in the translate, rotate, and scale parameters.
Keep Position When Parenting
When the object is reparented, maintain its current world position by changing the object’s transform parameters.
Child Compensation
When the object is being transformed, maintain the current world transforms of its children by changing their transform parameters.
Enable Constraints
Enable Constraints Network on the object.
Constraints
Path to a CHOP Constraints Network. See also creating constraints.
Tip
You can you use the Constraints drop down button to activate one of the Constraints Shelf Tool. If you do so, the first pick session is filled automatically by nodes selected in the parameter panel.
Note
Lookat and Follow Path parameters on object nodes are deprecated in favor of Look At and Follow Path constraints. The parameters are only hidden for now and you can set their visibitily if you do edit the node’s parameter interface.
Render
Material
Path to the Material node.
Display
Whether or not this object is displayed in the viewport and rendered. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object in the viewport and not render it, or 1 to show and render the object. If the checkbox is off, Houdini ignores the value.
Phantom
When true
, the object will not be rendered by primary rays. Only secondary rays will hit the object.
(See the Render Visibility property).
Renderable
If this option is turned off, then the instance will not be rendered. The object’s properties can still be queried from within VEX, but no geometry will be rendered. This is roughly equivalent to turning the object into a transform space object.
See Render Visibility (vm_rendervisibility
property).
Display As
How to display your geometry in the viewport.
Polygons as subdivision (Mantra)
Render polygons as a subdivision surface. The creaseweight
attribute is used to perform linear creasing. This attribute may appear on points, vertices or primitives.
When rendering using OpenSubdiv, in addition to the creaseweight
, cornerwieght
attributes and the subdivision_hole
group, additional attributes are scanned to control the behaviour of refinement. These override any other settings:

int osd_scheme
,string osd_scheme
: Specifies the scheme for OSD subdivision (0 or "catmullclark"; 1 or "loop"; 2 or "bilinear"). Note that for Loop subdivision, the geometry can only contain triangles. 
int osd_vtxboundaryinterpolation
: The Vertex Boundary Interpolation method (seevm_osd_vtxinterp
for further details) 
int osd_fvarlinearinterpolation
: The FaceVarying Linear Interpolation method (seevm_osd_fvarinterp
for further details) 
int osd_creasingmethod
: Specify the creasing method, 0 for CatmullClark, 1 for Chaikin 
int osd_trianglesubdiv
: Specifies the triangle weighting algorithm, 0 for CatmullClark weights, 1 for "smooth triangle" weights.
Shading
Categories
The space or comma separated list of categories to which this object belongs.
Currently not supported for perprimitive material assignment (material SOP).
Reflection mask
A list of patterns. Objects matching these patterns will reflect in this object. You can use wildcards (for example, key_*
) and
bundle references to specify objects.
You can also use the link editor pane to edit the relationships between lights and objects using a graphical interface.
The object:reflectmask
property in Mantra is a computed property containing the results of combining reflection categories and reflection masks.
Refraction mask
A list of patterns. Objects matching these patterns will be visible in refraction rays. You can use wildcards (for example, key_*
) and bundle references to specify objects.
You can also use the link editor pane to edit the relationships between lights and objects using a graphical interface.
The object:refractmask
property in Mantra is a computed property containing the results of combining reflection categories and reflection masks.
Light mask
A list of patterns. Lights matching these patterns will illuminate this object. You can use wildcards (for example, key_*
) and
bundle references to specify lights.
You can also use the link editor pane to edit the relationships between lights and objects using a graphical interface.
The object:lightmask
property in Mantra is a computed property containing the results of combining light categories and light masks.
Volume filter
Some volume primitives (Geometry Volumes, Image3D) can use a filter during evaluation of volume channels. This specifies the filter. The default box filter is fast to evaluate and produces sharp renders for most smooth fluid simulations. If your voxel data contains aliasing (stairstepping along edges), you may need to use a larger filter width or smoother filter to produce acceptable results. For aliased volume data, gauss
is a good filter with a filter width of 1.5.

point

box

gauss

bartlett

blackman

catrom

hanning

mitchell
Volume filter width
This specifies the filter width for the object:filter property. The filter width is specified in number of voxels. Larger filter widths take longer to render and produce blurrier renders, but may be necessary to combat aliasing in some kinds of voxel data.
Matte shading
When enabled, the object’s surface shader will be replaced with a matte
shader for primary rays. The default matte shader causes the object to
render as fully opaque but with an alpha of 0  effectively cutting a
hole in the image where the object would have appeared. This setting is
useful when manually splitting an image into passes, so that the
background elements can be rendered separately from a foreground
object. The default matte shader is the "Matte" VEX shader, though it
is possible to set a different matte shader by adding the
vm_matteshader
render property and assigning another shader.
Secondary rays will still use the object’s assigned surface shader,
allowing it to appear in reflections and indirect lighting even though
it will not render directly.
For correct matte shading of volumes:

Add the
vm_matteshader
property to the object. 
Create a Volume Matte shader.

Set the density on this shader to match the density on the geometry shader.

Assign this shader to
vm_matteshader
.
Then when the Matte Shading toggle is enabled, it will use your custom volume matte shader rather than the default (which just sets the density to 1). If you want fully opaque matte, you can use the matte shader rather than volume matte.
Raytrace shading
Shade every sample rather than shading micropolygon vertices. This setting enables the raytrace rendering on a perobject basis.
When micropolygon rendering, shading normally occurs at micropolygon vertices at the beginning of the frame. To determine the color of a sample, the corner vertices are interpolated. Turning on object:rayshade
will cause the raytracing shading algorithm to be invoked. This will cause each sample to be shaded independently. This means that the shading cost may be significantly increased. However, each sample will be shaded at the correct time, and location.
Currently not supported for perprimitive material assignment (material SOP).
Sampling
Geometry velocity blur
If enabled, this object’s rendered motion blur will be based upon
the vector attribute named v
in the geometry. The units of the
attribute are in (1 unit/second).
Velocity motion blur should be used if it contains changing point counts since it cannot be rendered correctly with deformation motion blur. For example, a particle system with changing particle counts should use this option.
You can use Velocity blur on these types of objects as long as they
have valid v
attributes. Particles automatically have the "v"
attribute so if you are rendering particles, simply enable this
parameter.
Dicing
Shading quality
This parameter controls the geometric subdivision resolution for all rendering engines and additionally controls the shading resolution for micropolygon rendering. With all other parameters at their defaults, a value of 1 means that approximately 1 micropolygon will be created per pixel. A higher value will generate smaller micropolygons meaning that more shading will occur  but the quality will be higher.
In ray tracing engines, shading quality only affects the geometric subdivision quality for smooth surfaces (NURBS, render as subdivision) and for displacements  without changing the amount of surface shading. When using ray tracing, pixel samples and ray sampling parameters must be used to improve surface shading quality.
The effect of changing the shading quality is to increase or decrease the amount of shading by a factor of vm_shadingquality
squared  so a shading quality of 2 will perform 4 times as much shading and a shading quality of 0.5 will perform 1/4 times as much shading.
Dicing flatness
This property controls the tesselation levels for nearly flat primitives. By increasing the value, more primitives will be considered flat and will be subdivided less. Turn this option down for more accurate (less optimized) nearlyflat surfaces.
Ray predicing
This property will cause this object to generate all displaced and subdivided geometry before the render begins. Ray tracing can be significantly faster when this setting is enabled at the cost of potentially huge memory requirements.
Disable Predicing
Geometry is diced when it is hit by a ray.
Full Predicing
Generate and store all diced geometry at once.
Precompute Bounds
Generate all diced geometry just to compute accurate bounding boxes. This setting will discard the diced geometry as soon as the box has been computed, so it is very memory efficient. This can be useful to improve efficiency when using displacements with a large displacement bound without incurring the memory cost of full predicing.
When raytracing, if all polygons on the model are visible (either to primary or secondary rays) it can be more efficient to predice all the geometry in that model rather than caching portions of the geometry and regenerating the geometry on the fly. This is especially true when global illumination is being computed (since there is less coherency among rays).
Currently not supported for perprimitive material assignment (material SOP).
Shade curves as surfaces
When rendering a curve, turns the curve into a surface and dices the surface, running the surface shader on multiple points across the surface. This may be useful when the curves become curved surfaces, but is less efficient. The default is to simply run the shader on the points of the curve and duplicate those shaded points across the created surface.
Geometry
Backface removal (Mantra)
If enabled, geometry that are facing away from the camera are not rendered.
Procedural shader
Geometry SHOP used by the renderer to generate render geometry for this object.
Force procedural geometry output
Enables output of geometry when a procedural shader is assigned. If you know that the procedural you have assigned does not rely on geometry being present for the procedural to operate correctly, you can disable this toggle.
Polygons as subdivision (Mantra)
Render polygons as a subdivision surface. The creaseweight
attribute is used to perform linear creasing. This attribute may appear on points, vertices or primitives.
When rendering using OpenSubdiv, in addition to the creaseweight
, cornerwieght
attributes and the subdivision_hole
group, additional attributes are scanned to control the behaviour of refinement. These override any other settings:

int osd_scheme
,string osd_scheme
: Specifies the scheme for OSD subdivision (0 or "catmullclark"; 1 or "loop"; 2 or "bilinear"). Note that for Loop subdivision, the geometry can only contain triangles. 
int osd_vtxboundaryinterpolation
: The Vertex Boundary Interpolation method (seevm_osd_vtxinterp
for further details) 
int osd_fvarlinearinterpolation
: The FaceVarying Linear Interpolation method (seevm_osd_fvarinterp
for further details) 
int osd_creasingmethod
: Specify the creasing method, 0 for CatmullClark, 1 for Chaikin 
int osd_trianglesubdiv
: Specifies the triangle weighting algorithm, 0 for CatmullClark weights, 1 for "smooth triangle" weights.
Render as points (Mantra)
Controls how points from geometry are rendered. At the default settings, No Point Rendering, only points from particle systems are rendered. Setting this value to Render Only Points, will render the geometry using only the point attributes, ignoring all vertex and primitive information. Render Unconnected Points works in a similar way, but only for points not used by any of the geometry’s primitives.
Two attributes control the point primitives if they exist.
orient
A vector which determines the normal of the point geometry. If the attribute doesn’t exist, points are oriented to face the incoming ray (the VEX I
variable).
width
Determines the 3D size of the points (defaults to 0.05).
Use N for point rendering
Mantra will initialize the N
global from the N
attribute when rendering point primitives. When disabled (the default), point normals will be initialized to face the camera.
Metaballs as volume
Render metaballs as volumes as opposed to surfaces. The volume quality for metaballs will be set based on the average size of all metaballs in the geometry, so increasing or decreasing the metaball size will automatically adjust the render quality to match.
Coving
Whether Mantra will try to prevent cracks.
Coving is the process of filling cracks in diced geometry at render time, where different levels of dicing sidebyside create gaps at Tjunctions.
The default setting, Coving for displacement/subd, only does coving for surfaces with a displacement shader and subdivision surfaces, where the displacement of points can potentially create large cracks. This is sufficient for more rendering, however you may want to use Coving for all primitives if you are using a very low shading rate or see cracks in the alpha of the rendered image.
Do not use Disable coving. It has no performance benefit, and may actually harm performance since Houdini has to render any geometry visible through the crack.
0
No coving.
1
Only displaced surfaces and subdivision surfaces will be coved.
2
All primitives will be coved.
Material Override
Controls how material overrides are evaluated and output to the IFD.
When set to Evaluate Once, any parameter on the material, that uses channels or expressions, will be evaluated only once for the entire detail. This results in significantly faster IFD generation, due to the material parameter assignment being handled entirely by Mantra, rather than Houdini. Setting the parameter value to Evaluate for Each Primitive/Point will evaluate those parameters for each primitive and/or point. It’s also possible to skip material overrides entirely by setting the parameter value to Disabled.
Automatically Compute Normals (Old)
Whether mantra should compute the N attribute automatically. If the N attribute exists, the value will remain unchanged. However, if no N attribute exists, it will be created. This allows polygon geometry which doesn’t have the N attribute already computed to be smooth shaded.
Not supported for perprimitive material assignment (material SOP).
Ignore geometry attribute shaders
When geometry has shaders defined on a perprimitive basis, this parameter will override these shaders and use only the object’s shader. This is useful when performing matte shading on objects.
Not supported for perprimitive material assignment (material SOP).
Misc
Set Wireframe Color
Use the specified wireframe color
Wireframe Color
The display color of the object
Viewport Selecting Enabled
Object is capable of being picked in the viewport.
Select Script
Script to run when the object is picked in the viewport. See select scripts .
Cache Object Transform
Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.
See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.
Shade Open Curves In Viewport
Any open curves contained in this object will be lit when the viewport is set to do so.
Turning this on will also use a GLSL shader better suited to hair if the whitehair
or guardhair
attributes are found in the geometry.
Curves with the width
attribute will also be rendered as thick ribbons with varying width in shaded modes.
Onion Skinning
Draw this geometry with multiple skins, at different frames in the future and/or past. The number of skins before and after the current frame, the frame increment between them, their opacity and color tinting can be configured in the 3D Display Options.
Off
Turn off onion skinning.
Transform only
Only show the effects of the object transform. This will not recook the actual geometry if it is changing over time, making it faster than Deformation.
Deformation
Show the skins with both object transforms and geometry deformation. This will cause cooking of geometry at the SOP level, if animated.
Locals
IPT
This is typically 1. However, if the object is performing point instancing, then this variable will be set to the point number of the template geometry. For the IPT variable to be active, the Point Instancing parameter must be turned on in this object.
Note
This variable is deprecated. Use the instancepoint expression function instead.
Examples
The following examples include this node.
BlendPoseBasic Example for BlendPose channel node
ChannelBasic Example for Channel channel node
LookAtTargetAndOffset Example for Constraint Lookat channel node
CopyAnimation Example for Copy channel node
CopyStamping Example for Copy channel node
CountImpacts Example for Count channel node
DelayPosition Example for Delay channel node
DynamicPops Example for Dynamics channel node
ExtractTransforms Example for Dynamics channel node
ExpressionLine Example for Expression channel node
GeometryMethods Example for Geometry channel node
NoiseTransform Example for Noise channel node
ObjectBasic Example for Object channel node
AnimationSequence Example for Sequence channel node
AverageSpeed Example for Vector channel node
GeometryMattes Example for Geometry compositing node
ClipLayerTrigger Example for Agent Clip Layer dynamics node
ApplyRelationship Example for Apply Relationship dynamics node
BridgeCollapse Example for Apply Relationship dynamics node
ConstrainedTeapots Example for Apply Relationship dynamics node
MutualConstraints Example for Apply Relationship dynamics node
SimpleBlend Example for Blend Solver dynamics node
BuoyancyForce Example for Buoyancy Force dynamics node
AnimatedClothPatch Example for Cloth Object dynamics node
BendCloth Example for Cloth Object dynamics node
BendDamping Example for Cloth Object dynamics node
BlanketBall Example for Cloth Object dynamics node
ClothAttachedDynamic Example for Cloth Object dynamics node
ClothFriction Example for Cloth Object dynamics node
ClothUv Example for Cloth Object dynamics node
DragCloth Example for Cloth Object dynamics node
MultipleSphereClothCollisions Example for Cloth Object dynamics node
PanelledClothPrism Example for Cloth Object dynamics node
PanelledClothRuffles Example for Cloth Object dynamics node
AnchorPins Example for Constraint Network dynamics node
AngularMotorDenting Example for Constraint Network dynamics node
BreakingSprings Example for Constraint Network dynamics node
Chains Example for Constraint Network dynamics node
ControlledGlueBreaking Example for Constraint Network dynamics node
GlueConstraintNetwork Example for Constraint Network dynamics node
Hinges Example for Constraint Network dynamics node
PointAnchors Example for Constraint Network dynamics node
SpringToGlue Example for Constraint Network dynamics node
AutoFracturing Example for Copy Objects dynamics node
CrowdHeightField Example for Crowd Solver dynamics node
FollowTerrain Example for Crowd Solver dynamics node
FootLocking Example for Crowd Solver dynamics node
PartialRagdolls Example for Crowd Solver dynamics node
PinnedRagdolls Example for Crowd Solver dynamics node
Formation Crowd Example Example for Crowd Solver dynamics node
Stadium Crowd Example Example for Crowd Solver dynamics node
Street Crowd Example Example for Crowd Solver dynamics node
ClipTransitionGraph Example for Crowd Transition dynamics node
FieldForceSmoke Example for Field Force dynamics node
fieldforce Example for Field Force dynamics node
FEMSpheres Example for finiteelementsolver dynamics node
DensityViscosity Example for FLIP Solver dynamics node
FlipColorMix Example for FLIP Solver dynamics node
FlipColumn Example for FLIP Solver dynamics node
FlipFluidWire Example for FLIP Solver dynamics node
SpinningFlipCollision Example for FLIP Solver dynamics node
VariableViscosity Example for FLIP Solver dynamics node
FillGlass Example for Fluid Object dynamics node
FluidFeedback Example for Fluid Object dynamics node
PaintedGrog Example for Fluid Object dynamics node
RestartFluid Example for Fluid Object dynamics node
RiverBed Example for Fluid Object dynamics node
VariableDrag Example for Fluid Object dynamics node
HotBox Example for Gas Calculate dynamics node
DiffuseSmoke Example for Gas Diffuse dynamics node
CombinedSmoke Example for Gas Embed Fluid dynamics node
EqualizeFlip Example for Gas Equalize Volume dynamics node
EqualizeLiquid Example for Gas Equalize Volume dynamics node
dopexample_gasnetfetchdata Example for Gas Net Fetch Data dynamics node
TimelessGas Example for Gas Particle to Field dynamics node
TeapotUnderTension Example for Gas Surface Tension dynamics node
UpresRetime Example for Gas Up Res dynamics node
GuidedWrinkling Example for Hybrid Object dynamics node
MagnetMetaballs Example for Magnet Force dynamics node
SimpleMagnets Example for Magnet Force dynamics node
VolumeSource Example for Particle Fluid Emitter dynamics node
FluidGlass Example for Particle Fluid Solver dynamics node
PressureExample Example for Particle Fluid Solver dynamics node
ViscousFlow Example for Particle Fluid Solver dynamics node
WorkflowExample Example for Particle Fluid Solver dynamics node
AdvectByFilaments Example for POP Advect by Filaments dynamics node
AdvectByVolume Example for POP Advect by Volumes dynamics node
ParticlesAttract Example for POP Attract dynamics node
ParticlesIntercept Example for POP Attract dynamics node
PointAttraction Example for POP Attract dynamics node
SphereAxisForce Example for POP Axis Force dynamics node
TorusAxisForce Example for POP Axis Force dynamics node
ParticleCollisions Example for POP Collision Detect dynamics node
CurveForce Example for POP Curve Force dynamics node
FlockInPops Example for POP Flock dynamics node
BaconDrop Example for POP Grains dynamics node
KeyframedGrains Example for POP Grains dynamics node
TargetSand Example for POP Grains dynamics node
VaryingGrainSize Example for POP Grains dynamics node
SwarmBall Example for POP Interact dynamics node
LookatTarget Example for POP Lookat dynamics node
DragCenter Example for POP Property dynamics node
ProximateParticles Example for POP Proximity dynamics node
BillowyTurbine Example for Pyro Solver dynamics node
SimpleRotationalConstraint Example for RBD Angular Spring Constraint dynamics node
RagdollExample Example for Cone Twist Constraint dynamics node
ShatterDebris Example for RBD Fractured Object dynamics node
StackedBricks Example for RBD Fractured Object dynamics node
FrictionBalls Example for RBD Object dynamics node
RBDInitialState Example for RBD Object dynamics node
ActivateObjects Example for RBD Packed Object dynamics node
AnimatedObjects Example for RBD Packed Object dynamics node
DeleteObjects Example for RBD Packed Object dynamics node
EmittingObjects Example for RBD Packed Object dynamics node
SpeedLimit Example for RBD Packed Object dynamics node
Chain Example for RBD Pin Constraint dynamics node
Chainlinks Example for RBD Pin Constraint dynamics node
popswithrbdcollision Example for RBD Point Object dynamics node
GravitySlideExample Example for Slider Constraint dynamics node
InheritVelocity Example for RBD State dynamics node
ReferenceFrameForce Example for Reference Frame Force dynamics node
RippleGrid Example for Ripple Solver dynamics node
ScalePieces Example for Script Solver dynamics node
2dfluid Example for Smoke Object dynamics node
DelayedSmokeHandoff Example for Smoke Object dynamics node
Open CL smoke Example for Smoke Object dynamics node
RBDtoSmokeHandoff Example for Smoke Object dynamics node
SourceVorticlesAndCollision Example for Smoke Object dynamics node
rbdsmokesource Example for Smoke Object dynamics node
VolumePreservingSolid Example for Solid Object dynamics node
StaticBalls Example for Static Object dynamics node
FractureExamples Example for Voronoi Fracture Solver dynamics node
SimpleVortex Example for Vortex Force dynamics node
BreakWire Example for Wire Solver dynamics node
CurveAdvection Example for Wire Solver dynamics node
Pendulum Example for Wire Solver dynamics node
PortalBox Example for Environment Light object node
extracttransform Example for Extract Transform object node
TransparentShadows Example for Light object node
IndirectLightBox Example for Indirect Light object node
TubeCaustic Example for Indirect Light object node
PathPathcvWorm Example for Path object node
StickyDonut Example for Sticky object node
switchcamera Example for Switcher object node
rop_example_bakeanimation Example for Bake Animation render node
AmbientOcclusion Example for Mantra render node
MotionVector Example for Mantra render node
Volume Rendering  Metaballs as Volume Example for Mantra render node
Volume Rendering  File Referenced Smoke Example for Mantra render node
Volume Rendering  From Primitives Example for Mantra render node
netbarrierpost Example for Net Barrier render node
rop_example_wedge Example for Wedge render node
Down Hill Lava Flow Example for Material shader node
StyleDisplacement Example for Material shader node
Basic RIS Shading Example Example for RIS Shader Network shader node
VolumeNoiseIso Example for Mantra: VEX Volume Procedural shader node
LayerVariations Example for Agent Layer geometry node
AgentRelationshipBasic Example for Agent Relationship geometry node
PackedFragments Example for Assemble geometry node
BlendAttr Example for Attribute Composite geometry node
AttribCopyTessel Example for Attribute Copy geometry node
CurveTexturing Example for Attribute Create geometry node
FadedTorus Example for Attribute Fade geometry node
attribfromvolume Example for Attribute from Volume geometry node
AttribPromoteSphere Example for Attribute Promote geometry node
CopyUsingOrient Example for Attribute Reorient geometry node
RandomMaterial Example for Attribute String Edit geometry node
MountainSplash Example for Attribute Transfer geometry node
NormalsAttribTransfer Example for Attribute Transfer geometry node
TransferColor Example for Attribute Transfer geometry node
AttributeRename Example for Attribute Rename geometry node
AddPoint Example for Attribute Wrangle geometry node
CentroidPoints Example for Attribute Wrangle geometry node
FluffyTorus Example for Bake Volume geometry node
FlounderBend Example for Bend geometry node
TorusBlast Example for Blast geometry node
BlendColors Example for Blend Shapes geometry node
PolyBlend Example for Blend Shapes geometry node
NumbersOnPoints Example for Block End geometry node
SimpleFeedback Example for Block End geometry node
SwissCheese Example for Block End geometry node
BoundingBox Example for Bound geometry node
SlowParticles Example for Cache geometry node
CapCarousel Example for Cap geometry node
CapTubeExamples Example for Cap geometry node
VexDeform Example for Capture Attribute Unpack geometry node
CarveExtractCurve Example for Carve geometry node
CopySpikes Example for Carve geometry node
BlobbySphere Example for Channel geometry node
ChannelSOPColorExample Example for Channel geometry node
ChopSoftBody Example for Channel geometry node
CircleExamples Example for Circle geometry node
ClipParticle Example for Clip geometry node
ClipVariations Example for Clip geometry node
CaptureDeform Example for Cloth Deform geometry node
ParticleClusters Example for Cluster geometry node
Animated source points Example for Cluster Points geometry node
ConnectedBalls Example for Connectivity geometry node
ConvToTrimSurface Example for Convert geometry node
ConvertBasic Example for Convert geometry node
CurveToPrimCircle Example for Convert geometry node
Potatochip Example for Convert geometry node
ConvertMetaballs Example for Convert Meta geometry node
CopyAttributes Example for Copy Stamp geometry node
CopyCubes Example for Copy Stamp geometry node
CopyTemplateAttribs Example for Copy Stamp geometry node
ParticleCopyScale Example for Copy Stamp geometry node
StampRandom Example for Copy Stamp geometry node
StampStars Example for Copy Stamp geometry node
VelocityStamp Example for Copy Stamp geometry node
CreaseBasic Example for Crease geometry node
CreepParticleTubeA Example for Creep geometry node
CreepSpiral Example for Creep geometry node
CreepWeave Example for Creep geometry node
PopulateRandomAgents Example for Crowd Source geometry node
CurveClayBasic Example for Curveclay geometry node
UltraSharpFont Example for Curveclay geometry node
CurvesectRods Example for Curvesect geometry node
DeleteDemo Example for Delete geometry node
DeltaMushDemo Example for DeltaMush geometry node
DissolveBox Example for Dissolve geometry node
RemoveSharedEdges Example for Divide geometry node
LowHigh Example for Dop Import geometry node
ProxyGeometry Example for Dop Import geometry node
dopimportrecordsexample Example for DOP Import Records geometry node
EdgeCollapseBasic Example for Edge Collapse geometry node
EdgeCuspStairs Example for Edge Cusp geometry node
EdgeDivideBasic Example for Edge Divide geometry node
EdgeFlipBasic Example for Edge Flip geometry node
ReferenceGeometry Example for Edit geometry node
TerrainEdit Example for Edit geometry node
ExtrudeFont Example for Extrude geometry node
FacetVariations Example for Facet geometry node
PackedPoints Example for File geometry node
PackedSamples Example for File geometry node
GridFillet Example for Fillet geometry node
FitSurfaces Example for Fit geometry node
ColourAdvect Example for Fluid Source geometry node
CoolLava Example for Fluid Source geometry node
TorusVolume Example for Fluid Source geometry node
BubblyFont Example for Font geometry node
ForceBasic Example for Force geometry node
FractalGeoTypes Example for Fractal geometry node
FurBallWorkflow Example for Fur geometry node
FurPipelineExample Example for Fur geometry node
FurRandomScale Example for Fur geometry node
FurTextureMap Example for Fur geometry node
glueclusterexample Example for Glue Cluster geometry node
GroupCopyBox Example for Group Copy geometry node
TransferProximity Example for Group Transfer geometry node
SquabVolume Example for IsoOffset geometry node
BallBounce Example for Lattice geometry node
DeformLattice Example for Lattice geometry node
LatticePerChunk Example for Lattice geometry node
LineDirection Example for Line geometry node
LSystemMaster Example for LSystem geometry node
LsystemBuilding Example for LSystem geometry node
MagnetBubbles Example for Magnet geometry node
MagnetDistortion Example for Magnet geometry node
MatchTopologySphere Example for Match Topology geometry node
MeasureArea Example for Measure geometry node
MergeAttributes Example for Merge geometry node
BlendMetaballs Example for Metaball geometry node
MetaExpression Example for Metaball geometry node
MirrorSpout Example for Mirror geometry node
PaintAttributes Example for Paint geometry node
PaintColour Example for Paint geometry node
PaintPoints Example for Paint geometry node
FlutteringLeaves Example for Particle geometry node
ParticleAttractor Example for Particle geometry node
ParticleCollisionBasic Example for Particle geometry node
ParticleDisturbance Example for Particle geometry node
ParticleExamples Example for Particle geometry node
ParticleFountain Example for Particle geometry node
ParticlePusher Example for Particle geometry node
ParticleTube Example for Particle geometry node
PlatonicSolidsTypes Example for Platonic Solids geometry node
AimPointNormals Example for Point geometry node
CrossProduct Example for Point geometry node
PointBorrowing Example for Point geometry node
PointExamples Example for Point geometry node
PointNormals Example for Point geometry node
PointOffsetSurface Example for Point geometry node
PointSpiral Example for Point geometry node
PointTerrainErode Example for Point geometry node
PythonExpressionSopDeformer Example for Point geometry node
TwistyCube Example for Point Cloud Iso geometry node
AlphaOmega Example for Points from Volume geometry node
PolybevelBox Example for PolyBevel geometry node
BridgeCurvesandPrims Example for Poly Bridge geometry node
PolyCutBasic Example for PolyCut geometry node
PolyextrudeTube Example for Poly Extrude geometry node
PolyPatchDNA Example for PolyPatch geometry node
PolyreduceBatwing Example for PolyReduce geometry node
PolysoupTorus Example for PolySoup geometry node
PolySplitHood Example for PolySplit geometry node
PolyStitchBasicSmooth Example for PolyStitch geometry node
PolywireModel Example for PolyWire geometry node
PrimCenter Example for Primitive geometry node
PrimRotate Example for Primitive geometry node
PrimitiveColors Example for Primitive geometry node
PrimitiveExplode Example for Primitive geometry node
PrimitiveMetaWeight Example for Primitive geometry node
FlagProfiles Example for Profile geometry node
ProjectCurve Example for Project geometry node
BasicRefine Example for Refine geometry node
Squidremesh Example for Remesh geometry node
ResampleLines Example for Resample geometry node
BasicRest Example for Rest Position geometry node
BasicRevolve Example for Revolve geometry node
SkinCurves Example for Skin geometry node
SkinSurfaceCopies Example for Skin geometry node
CircleSolvers Example for Solver geometry node
SimpleCloth Example for Solver geometry node
SphereTypes Example for Sphere geometry node
BoundLattice Example for Spring geometry node
SpringExamples Example for Spring geometry node
SpringFlag Example for Spring geometry node
SpringHair Example for Spring geometry node
SpringLine Example for Spring geometry node
StitchGrid Example for Stitch geometry node
SubdivideCrease Example for Subdivide geometry node
SurfsectBasic Example for Surfsect geometry node
SweepBasic Example for Sweep geometry node
SweepCurve Example for Sweep geometry node
WigglyWorm Example for Sweep geometry node
PlateBreak Example for TimeShift geometry node
TorusExamples Example for Torus geometry node
Chainmail Example for Triangulate 2D geometry node
BasicTwist Example for Twist geometry node
UnpackWithStyle Example for Unpack geometry node
ProjectionTypes Example for UV Project geometry node
SoftRotate Example for UV Transform geometry node
VertexTexture Example for Vertex Split geometry node
VisibilityCheckers Example for Visibility geometry node
volumemerge Example for Volume Merge geometry node
barycenter Example for Volume Reduce geometry node
ImportVolumes Example for Volume VOP geometry node
Wireblend Example for Wire Blend geometry node
ModulusTransform Example for Transform geometry node
TransformFracturedPieces Example for Transform Pieces geometry node
GroupPainted Example for Add Point to Group VOP node
VOPpointgroup Example for Add Point to Group VOP node
Fuzzy Logic Obstacle Avoidance Example Example for Fuzzy Defuzz VOP node
Fuzzy Logic State Transition Example Example for Fuzzy Defuzz VOP node
CrinkleSphere Example for Inline Code VOP node
IntersectGrid Example for Intersect VOP node
SimpleMetaImport Example for MetaLoop Import VOP node
RampParameter Example for Parameter VOP node
PointCloudIterateAverage Example for Point Cloud Iterate VOP node
PointCloudWrite Example for Point Cloud Write VOP node
RaytraceVopShader Example for Ray Trace VOP node
SensorDeform Example for Sensor Panorama Create VOP node