- 
        
            
        
        
            
                Adaptive Prune
            
         Removes elements while trying to maintain the overall appearance. 
- 
        
            
        
        
            
                Add
            
         Creates Points or Polygons, or adds points/polys to an input. 
- 
        
            
        
        
            
                Agent
            
         Creates agent primitives. 
- 
        
            
        
        
            
                Agent Clip
            
         Adds new clips to agent primitives. 
- 
        
            
        
        
            
                Agent Clip Properties
            
         Defines how agents' animation clips should be played back. 
- 
        
            
        
        
            
                Agent Clip Transition Graph
            
         Creates geometry describing possible transitions between animation clips. 
- 
        
            
        
        
            
                Agent Collision Layer
            
         Creates a new agent layer that is suitable for collision detection. 
- 
        
            
        
        
            
                Agent Configure Joints
            
         Creates point attributes that specify the rotation limits of an agent’s joints. 
- 
        
            
        
        
            
                Agent Constraint Network
            
         Builds a constraint network to hold an agent’s limbs together. 
- 
        
            
        
        
            
                Agent Edit
            
         Edits properties of agent primitives. 
- 
        
            
        
        
            
                Agent Layer
            
         Adds a new layer to agent primitives. 
- 
        
            
        
        
            
                Agent Look At
            
         Adjusts the head of an agent to look at a specific object or position. 
- 
        
            
        
        
            
                Agent Look At
            
         Adjusts the head of an agent to look at a specific object or position. 
- 
        
            
        
        
            
                Agent Prep
            
         Adds various common point attributes to agents for use by other crowd nodes. 
- 
        
            
        
        
            
                Agent Prep
            
         Adds various common point attributes to agents for use by other crowd nodes. 
- 
        
            
        
        
            
                Agent Proxy
            
         Provides simple proxy geometry for an agent. 
- 
        
            
        
        
            
                Agent Relationship
            
         Creates parent-child relationships between agents. 
- 
        
            
        
        
            
                Agent Terrain Adaptation
            
         Adapts agents' legs to conform to terrain and prevent the feet from sliding. 
- 
        
            
        
        
            
                Agent Transform Group
            
         Adds new transform groups to agent primitives. 
- 
        
            
        
        
            
                Alembic
            
         Loads the geometry from an Alembic scene archive (.abc) file into a geometry network. 
- 
        
            
        
        
            
                Alembic Group
            
         Creates a geometry group for Alembic primitives. 
- 
        
            
        
        
            
                Alembic Primitive
            
         Modifies intrinsic properties of Alembic primitives. 
- 
        
            
        
        
            
                Alembic ROP output driver
            
         
- 
        
            
        
        
            
                Align
            
         Aligns a group of primitives to each other or to an auxiliary input. 
- 
        
            
        
        
            
                Assemble
            
         Cleans up a series of break operations and creates the resulting pieces. 
- 
        
            
        
        
            
                Attribute Blur
            
         Blurs out (or "relaxes") points in a mesh or a point cloud. 
- 
        
            
        
        
            
                Attribute Cast
            
         Changes the size/precision Houdini uses to store an attribute. 
- 
        
            
        
        
            
                Attribute Composite
            
         Composites vertex, point, primitive, and/or
detail attributes between two or more selections. 
- 
        
            
        
        
            
                Attribute Copy
            
         Copies attributes between groups of vertices,
points, or primitives. 
- 
        
            
        
        
            
                Attribute Create
            
         Adds or edits user defined attributes. 
- 
        
            
        
        
            
                Attribute Delete
            
         Deletes point and primitive attributes. 
- 
        
            
        
        
            
                Attribute Expression
            
         Allows simple VEX expressions to modify attributes. 
- 
        
            
        
        
            
                Attribute Fade
            
         Fades a point attribute in and out over time. 
- 
        
            
        
        
            
                Attribute Interpolate
            
         Interpolates attributes within primitives or based on explicit weights. 
- 
        
            
        
        
            
                Attribute Mirror
            
         Copies and flips attributes from one side of a plane to
another. 
- 
        
            
        
        
            
                Attribute Promote
            
         Promotes or demotes attributes from one geometry level to another. 
- 
        
            
        
        
            
                Attribute Randomize
            
         Generates random attribute values of various distributions. 
- 
        
            
        
        
            
                Attribute Rename
            
         Renames or deletes point and primitive attributes. 
- 
        
            
        
        
            
                Attribute Reorient
            
         Modifies point attributes based on differences between two models. 
- 
        
            
        
        
            
                Attribute String Edit
            
         Edits string attribute values. 
- 
        
            
        
        
            
                Attribute Swap
            
         Copies, moves, or swaps the contents of attributes. 
- 
        
            
        
        
            
                Attribute Transfer
            
         Transfers vertex, point, primitive, and/or
detail attributes between two models. 
- 
        
        
            
                Attribute Transfer By UV
            
         Transfers attributes between two geometries based on UV proximity. 
- 
        
            
        
        
            
                Attribute VOP
            
         Runs a VOP network to modify geometry attributes. 
- 
        
            
        
        
            
                Attribute Wrangle
            
         Runs a VEX snippet to modify attribute values. 
- 
        
            
        
        
            
                Attribute from Map
            
          Samples texture map information to a point attribute. 
- 
        
            
        
        
            
                Attribute from Volume
            
         Copies information from a volume onto the point attributes of
another piece of geometry, with optional remapping. 
- 
        
            
        
        
            
                Bake ODE
            
         Converts primitives for ODE and Bullet solvers. 
- 
        
        
            
                Bake Volume
            
         Computes lighting values within volume primitives 
- 
        
            
        
        
            
                Basis
            
         Provides operations for moving knots within the parametric space
of a NURBS curve or surface. 
- 
        
            
        
        
            
                Bend
            
         Applies deformations such as bend, taper, squash/stretch, and twist. 
- 
        
            
        
        
            
                Blast
            
         Deletes primitives, points, edges or breakpoints. 
- 
        
            
        
        
            
                Blend Shapes
            
         Computes a 3D metamorphosis between shapes with the same
topology. 
- 
        
            
        
        
            
                Block Begin
            
         The start of a looping block. 
- 
        
            
        
        
            
                Block Begin Compile
            
         The start of a compile block. 
- 
        
            
        
        
            
                Block End
            
         The end/output of a looping block. 
- 
        
            
        
        
            
                Block End Compile
            
         The end/output of a compile block. 
- 
        
            
        
        
            
                Bone Capture
            
         Supports Bone Deform by assigning capture weights to bones. 
- 
        
            
        
        
            
                Bone Capture Biharmonic
            
         Supports Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes. 
- 
        
            
        
        
            
                Bone Capture Lines
            
         Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes. 
- 
        
            
        
        
            
                Bone Capture Proximity
            
         Supports Bone Deform by assigning capture weights to points based on distance to bones. 
- 
        
            
        
        
            
                Bone Deform
            
         Uses capture attributes created from bones to deform geometry according to their movement. 
- 
        
            
        
        
            
                Bone Link
            
         Creates default geometry for Bone objects. 
- 
        
            
        
        
            
                Boolean
            
         Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects. 
- 
        
            
        
        
            
                Bound
            
         Creates an axis-aligned bounding box or sphere for the input geometry. 
- 
        
            
        
        
            
                Box
            
         Creates a cube or six-sided rectangular box. 
- 
        
            
        
        
            
                Break
            
         Breaks the input geometry using the specified cutting shape. 
- 
        
            
        
        
            
                Bulge
            
         Deforms the points in the first input using one or more magnets
from the second input. 
- 
        
            
        
        
            
                Cache
            
         Records and caches its input geometry for faster playback. 
- 
        
            
        
        
            
                Cap
            
         Closes open areas with flat or rounded coverings. 
- 
        
            
        
        
            
                Capture Attribute Pack
            
         Converts array attributes into a single index-pair capture attribute. 
- 
        
            
        
        
            
                Capture Attribute Unpack
            
         Converts a single index-pair capture attribute into per-point and detail array attributes. 
- 
        
            
        
        
            
                Capture Correct
            
         Adjusts capture regions and capture weights. 
- 
        
            
        
        
            
                Capture Layer Paint
            
         Lets you paint capture attributes directly onto geometry. 
- 
        
            
        
        
            
                Capture Mirror
            
         Copies capture attributes from one half of a symmetric model to the other. 
- 
        
            
        
        
            
                Capture Override
            
         Overrides the capture weights on individual points. 
- 
        
            
        
        
            
                Capture Region
            
         Supports Capture and Deform operation by creating a volume within which
points are captured to a bone. 
- 
        
            
        
        
            
                Carve
            
         Slices, cuts or extracts points or cross-sections from a
primitive. 
- 
        
            
        
        
            
                Channel
            
         Reads sample data from a chop and converts it into point positions
and point attributes. 
- 
        
            
        
        
            
                Circle
            
         Creates open or closed arcs, circles and ellipses. 
- 
        
            
        
        
            
                Clay
            
         Lets you deform NURBS faces and NURBS surfaces by pulling points that lie
directly on them. 
- 
        
            
        
        
            
                Clean
            
         Helps clean up dirty models. 
- 
        
            
        
        
            
                Clip
            
         Removes or groups geometry on one side of a plane,
or creases geometry along a plane. 
- 
        
            
        
        
            
                Cloth Capture
            
         Captures low-res simulated cloth. 
- 
        
            
        
        
            
                Cloth Deform
            
         Deforms geometry captured by the Cloth Capture SOP. 
- 
        
            
        
        
            
                Cloud
            
         Creates a volume representation of source geometry. 
- 
        
            
        
        
            
                Cloud Light
            
         Fills a volume with a diffuse light. 
- 
        
            
        
        
            
                Cloud Noise
            
         Applies a cloud like noise to a Fog volume. 
- 
        
            
        
        
            
                Cluster
            
         Low-level machinery to cluster points based on their positions (or any vector attribute). 
- 
        
            
        
        
            
                Cluster Points
            
         Higher-level node to cluster points based on their positions (or any vector attribute). 
- 
        
            
        
        
            
                Collision Source
            
         Creates geometry and VDB volumes for use with DOPs collisions. 
- 
        
            
        
        
            
                Color
            
         Adds color attributes to geometry. 
- 
        
            
        
        
            
                Comb
            
         Adjust surface point normals by painting. 
- 
        
            
        
        
            
                Connect Adjacent Pieces
            
         Creates lines between nearby pieces. 
- 
        
            
        
        
            
                Connectivity
            
         Creates an attribute with a unique value for each set of connected primitives or points. 
- 
        
            
        
        
            
                Control
            
         Creates simple geometry for use as control shapes. 
- 
        
            
        
        
            
                Convert
            
         Converts geometry from one geometry type to another. 
- 
        
            
        
        
            
                Convert HeightField
            
         Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface. 
- 
        
            
        
        
            
                Convert Line
            
         Converts the input geometry into line segments. 
- 
        
            
        
        
            
                Convert Meta
            
         Polygonizes metaball geometry. 
- 
        
            
        
        
            
                Convert Tets
            
         Generates the oriented surface of a tetrahedron mesh.  
- 
        
            
        
        
            
                Convert VDB
            
         Converts sparse volumes. 
- 
        
            
        
        
            
                Convert VDB Points
            
         Converts a Point Cloud into a VDB Points Primitive, or vice versa. 
- 
        
            
        
        
            
                Convert Volume
            
         Converts the iso-surface of a volume into a polygonal surface. 
- 
        
            
        
        
            
                Copy Stamp
            
         Creates multiple copies of the input geometry, or copies the geometry
onto the points of the second input. 
- 
        
            
        
        
            
                Copy and Transform
            
         Copies geometry and applies transformations to the copies. 
- 
        
            
        
        
            
                Copy to Points
            
         Copies the geometry in the first input onto the points of the second input. 
- 
        
            
        
        
            
                Crease
            
         Manually adds or removes a creaseweight attribute to/from polygon
edges, for use with the Subdivide SOP. 
- 
        
            
        
        
            
                Creep
            
         Deforms and animates a piece of geometry across a surface. 
- 
        
            
        
        
            
                Crowd Source
            
         Populates a crowd of agent primitives. 
- 
        
            
        
        
            
                Crowd Source
            
         Creates crowd agents to be used with the crowd solver. 
- 
        
            
        
        
            
                Curve
            
         Creates polygonal, NURBS, or Bezier curves. 
- 
        
            
        
        
            
                Curveclay
            
         Deforms a spline surface by reshaping a curve on the surface. 
- 
        
            
        
        
            
                Curvesect
            
         Finds the intersections (or points of minimum distance) between two
or more curves or faces. 
- 
        
            
        
        
            
                DOP I/O
            
         Imports fields from DOP simulations, saves them to disk, and loads
them back again. 
- 
        
            
        
        
            
                DOP Import Fields
            
         Imports scalar and vector fields from a DOP simulation. 
- 
        
            
        
        
            
                DOP Import Records
            
         Imports option and record data from DOP simulations into points with
point attributes. 
- 
        
            
        
        
            
                DOP Network
            
         
- 
        
            
        
        
            
                Debris Source
            
         Generates point emission sources for debris from separating fractured rigid body objects. 
- 
        
            
        
        
            
                Deformation Wrangle
            
         Runs a VEX snippet to deform geometry. 
- 
        
            
        
        
            
                Delete
            
         Deletes input geometry by group, entity number, bounding volume,
primitive/point/edge normals, and/or degeneracy. 
- 
        
        
            
                Delete Overlapping Polygons
            
         Removes polygons that overlap. 
- 
        
            
        
        
            
                DeltaMush
            
         Smooths out (or "relaxes") point deformations. 
- 
        
            
        
        
            
                Dissolve
            
         Deletes edges from the input polygonal geometry merging polygons with
shared edges. 
- 
        
            
        
        
            
                Dissolve
            
         Deletes points, primitives, and edges from the input geometry and
repairs any holes left behind. 
- 
        
            
        
        
            
                Divide
            
         Divides, smooths, and triangulates polygons. 
- 
        
            
        
        
            
                Dop Import
            
         Imports and transforms geometry based on information extracted from a
DOP simulation. 
- 
        
            
        
        
            
                Draw Curve
            
         Creates a curve based on user input in the viewport. 
- 
        
            
        
        
            
                Draw Guides
            
         
- 
        
            
        
        
            
                Each
            
         Culls the input geometry according to the specifications of the
For Each SOP. 
- 
        
            
        
        
            
                Edge Collapse
            
         Collapses edges and faces to their centerpoints. 
- 
        
            
        
        
            
                Edge Cusp
            
         Sharpens edges by uniquing their points and recomputing point
normals. 
- 
        
            
        
        
            
                Edge Divide
            
         Inserts points on the edges of polygons and optionally connects them. 
- 
        
            
        
        
            
                Edge Flip
            
         Flips the direction of polygon edges. 
- 
        
            
        
        
            
                Edge Transport
            
         Copies and optionally modifies attribute values along edges networks and curves. 
- 
        
            
        
        
            
                Edit
            
         Edits points, edges, or faces interactively. 
- 
        
            
        
        
            
                Ends
            
         Closes, opens, or clamps end points. 
- 
        
            
        
        
            
                Enumerate
            
         Sets an attribute on selected points or primitives to sequential numbers. 
- 
        
            
        
        
            
                Error
            
         Generates a message, warning, or error, which can show up on a parent asset. 
- 
        
        
            
                Exploded View
            
         Pushes geometry out from the center to create an exploded view. 
- 
        
            
        
        
            
                Extrude
            
         Extrudes geometry along a normal. 
- 
        
            
        
        
            
                Extrude Volume
            
         Extrudes surface geometry into a volume. 
- 
        
            
        
        
            
                Facet
            
         Controls the smoothness of faceting of a surface. 
- 
        
            
        
        
            
                Filament Advect
            
         Evolves polygonal curves as vortex filaments. 
- 
        
            
        
        
            
                File
            
         Reads, writes, or caches geometry on disk. 
- 
        
            
        
        
            
                File Cache
            
         Writes and reads geometry sequences to disk. 
- 
        
            
        
        
            
                File Merge
            
         Reads and collates data from disk. 
- 
        
            
        
        
            
                Fillet
            
         Creates smooth bridging geometry between two curves or surfaces. 
- 
        
            
        
        
            
                Filmbox FBX ROP output driver
            
         
- 
        
            
        
        
            
                Find Shortest Path
            
         Finds the shortest paths from start points to end points, following the edges of a surface. 
- 
        
            
        
        
            
                Fit
            
         Fits a spline curve to points, or a spline surface to a mesh of points. 
- 
        
            
        
        
            
                Fluid Compress
            
         Compresses the output of fluid simulations to decrease size on disk 
- 
        
            
        
        
            
                Fluid Source
            
          Creates one or multiple volumes out of geometry to be used in a fluid simulation  
- 
        
            
        
        
            
                Font
            
         Creates 3D text from Type 1, TrueType and OpenType fonts. 
- 
        
            
        
        
            
                Force
            
         Uses a metaball to attract or repel points or springs. 
- 
        
            
        
        
            
                Fractal
            
         Creates jagged mountain-like divisions of the input
geometry. 
- 
        
            
        
        
            
                Fur
            
         Создает множество кривых на поверхности, представляющих из себя волосы или шерсть. 
- 
        
            
        
        
            
                Fuse
            
         Merges or splits (uniques) points. 
- 
        
            
        
        
            
                Geometry ROP output driver
            
         
- 
        
            
        
        
            
                Glue Cluster
            
         Adds strength to a glue constraint network according to cluster
values. 
- 
        
            
        
        
            
                Grain Source
            
         Generates particles to be used as sources in a particle-based grain simulation. 
- 
        
            
        
        
            
                Grid
            
         Creates planar geometry. 
- 
        
            
        
        
            
                Groom Blend
            
         Объединяет направляющие и геометрии кожи двух груминг объектов. 
- 
        
            
        
        
            
                Groom Fetch
            
         Получает данные груминга из объектов груминга. 
- 
        
            
        
        
            
                Groom Pack
            
         Помещает компоненты груминга в упакованные примитивы, чтобы в последствии записать на диск. 
- 
        
            
        
        
            
                Groom Switch
            
         Переключение всех компонентов между двумя потоками груминга. 
- 
        
            
        
        
            
                Groom Unpack
            
         Распаковывает компоненты груминга из запакованного груминга. 
- 
        
            
        
        
            
                Group
            
         Generates groups of points, primitives, edges, or vertices according to various criteria. 
- 
        
            
        
        
            
                Group Combine
            
         Combines point groups, primitive groups, or edge groups according to boolean operations. 
- 
        
            
        
        
            
                Group Copy
            
         Copies groups between two pieces of geometry,
based on point/primitive numbers. 
- 
        
            
        
        
            
                Group Delete
            
         Deletes groups of points, primitives, edges, or vertices according to patterns. 
- 
        
            
        
        
            
                Group Expression
            
         Runs VEX expressions to modify group membership. 
- 
        
            
        
        
            
                Group Paint
            
         Sets group membership interactively by painting. 
- 
        
            
        
        
            
                Group Promote
            
         Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups. 
- 
        
            
        
        
            
                Group Range
            
         Groups points and primitives by ranges. 
- 
        
            
        
        
            
                Group Rename
            
         Renames groups according to patterns. 
- 
        
            
        
        
            
                Group Transfer
            
         Transfers groups between two pieces of geometry, based on
proximity. 
- 
        
            
        
        
            
                Guide Advect
            
         Перемещает точки направляющих в соответствии с объемом (полем) скоростей. 
- 
        
            
        
        
            
                Guide Collide With VDB
            
         Решает коллизии направляющих кривых с VDB SDF (signed distance fields). 
- 
        
            
        
        
            
                Guide Deform
            
         Деформирует геометрию в соответствии с анимированной поверхностью кожи или направляющими кривыми (при наличии). 
- 
        
            
        
        
            
                Guide Groom
            
         Интуитивное управление направляющими кривыми во вьюпорте. 
- 
        
            
        
        
            
                Guide Group
            
         Создает стандартные группы примитивов, используемые инструментами груминга. 
- 
        
            
        
        
            
                Guide Initialize
            
         Позволяет быстро указать направляющим волос некоторое начальное направление. 
- 
        
            
        
        
            
                Guide Mask
            
         Создает атрибуты масок для различных операций груминга. 
- 
        
            
        
        
            
                Guide Partition
            
         
- 
        
            
        
        
            
                Guide Skin Attribute Lookup
            
         Считывает атрибуты геометрии кожи в корневой точке направляющих кривых. 
- 
        
            
        
        
            
                Guide Tangent Space
            
         Построение пространства касательных вдоль кривой. 
- 
        
        
            
                Guide Transfer
            
         Перенос направляющих волос между геометриями. 
- 
        
            
        
        
            
                Hair Clump
            
         Собирает в пряди направляющие кривые. 
- 
        
            
        
        
            
                Hair Generate
            
         Генерирует волосы на поверхности или из точек. 
- 
        
            
        
        
            
                Hair Growth Field
            
         Создает поле скоростей, основанное на примитивах мазков. 
- 
        
            
        
        
            
                HeightField
            
         Generates an initial heightfield volume for use with terrain tools. 
- 
        
            
        
        
            
                HeightField Blur
            
         Blurs a terrain height field or mask. 
- 
        
            
        
        
            
                HeightField Clip
            
         Limits height values to a certain minimum and/or maximum. 
- 
        
            
        
        
            
                HeightField Copy Layer
            
         Creates a copy of a height field or mask. 
- 
        
            
        
        
            
                HeightField Crop
            
         Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field. 
- 
        
            
        
        
            
                HeightField Distort
            
         Advects the input volume through a noise pattern to break up hard edges and add variety. 
- 
        
            
        
        
            
                HeightField Draw Mask
            
         Lets you draw shapes to create a mask for height field tools. 
- 
        
            
        
        
            
                HeightField Erode
            
         Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain. 
- 
        
            
        
        
            
                HeightField File
            
         Imports a 2D image map from a file or compositing node into a height field or mask. 
- 
        
            
        
        
            
                HeightField Isolate Layer
            
         Copies another layer over the mask layer, and optionally flattens the height field. 
- 
        
            
        
        
            
                HeightField Layer
            
         Composites together two height fields. 
- 
        
            
        
        
            
                HeightField Layer Clear
            
         Sets all values in a heightfield layer to 0. 
- 
        
            
        
        
            
                HeightField Layer Property
            
         Sets the border voxel policy on a height field volume. 
- 
        
            
        
        
            
                HeightField Mask by Feature
            
         Creates a mask based on different features of the height layer. 
- 
        
            
        
        
            
                HeightField Mask by Object
            
         Creates a mask based some other geometry. 
- 
        
            
        
        
            
                HeightField Noise
            
         Adds vertical noise to a height field, creating peaks and valleys. 
- 
        
            
        
        
            
                HeightField Output
            
         Exports height and/or mask layers to disk as an image. 
- 
        
            
        
        
            
                HeightField Paint
            
         Lets you paint values into a height or mask field using strokes. 
- 
        
            
        
        
            
                HeightField Patch
            
         Patches features from one heightfield to another. 
- 
        
            
        
        
            
                HeightField Pattern
            
         Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns. 
- 
        
            
        
        
            
                HeightField Project
            
         Projects 3D geometry into a height field. 
- 
        
            
        
        
            
                HeightField Quick Shade
            
         Applies a material that lets you plug in textures for different layers. 
- 
        
            
        
        
            
                HeightField Remap
            
         Remaps the values in a height field or mask layer. 
- 
        
            
        
        
            
                HeightField Resample
            
         Changes the resolution of a height field. 
- 
        
            
        
        
            
                HeightField Scatter
            
         Scatters points across the surface of a height field. 
- 
        
            
        
        
            
                HeightField Slump
            
         Simulates loose material sliding down inclines and piling at the bottom. 
- 
        
            
        
        
            
                HeightField Terrace
            
         Creates stepped plains from slopes in the terrain. 
- 
        
            
        
        
            
                HeightField Tile Splice
            
         Stitches height field tiles back together. 
- 
        
            
        
        
            
                HeightField Tile Split
            
         Splits a height field volume into rows and columns. 
- 
        
            
        
        
            
                HeightField Transform
            
         Height field specific scales and offsets. 
- 
        
            
        
        
            
                HeightField Visualize
            
         Visualizes elevations using a custom ramp material, and mask layers using tint colors. 
- 
        
            
        
        
            
                Hole
            
         Makes holes in surfaces. 
- 
        
            
        
        
            
                Inflate
            
         Deforms the points in the first input to make room for the
inflation tool. 
- 
        
            
        
        
            
                Instance
            
         Instances Geometry on Points. 
- 
        
            
        
        
            
                Intersection Analysis
            
         Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves. 
- 
        
            
        
        
            
                Intersection Stitch
            
         Composes triangle surfaces and curves together into a single connected mesh. 
- 
        
            
        
        
            
                Invoke Compiled Block
            
         Processes its inputs using the operation of a referenced compiled block. 
- 
        
            
        
        
            
                IsoOffset
            
         Builds an offset surface from geometry. 
- 
        
            
        
        
            
                IsoSurface
            
         Generates an isometric surface from an implicit function. 
- 
        
            
        
        
            
                Join
            
         The Join op connects a sequence of faces or surfaces into a single
primitive that inherits their attributes. 
- 
        
            
        
        
            
                Knife
            
         Divides, deletes, or groups geometry based on an interactively drawn line. 
- 
        
            
        
        
            
                L-System
            
         Creates fractal geometry from the recursive application of simple rules. 
- 
        
            
        
        
            
                Lattice
            
         Deforms geometry based on how you reshape control geometry. 
- 
        
            
        
        
            
                Lidar Import
            
         Reads a lidar file and imports a point cloud from its data. 
- 
        
            
        
        
            
                Line
            
         Creates polygon or NURBS lines from a position, direction, and distance. 
- 
        
            
        
        
            
                MDD
            
         Animates points using an MDD file. 
- 
        
            
        
        
            
                Magnet
            
         Deforms geometry by using another piece of geometry
to attract or repel points. 
- 
        
            
        
        
            
                Match Axis
            
         Aligns the input geometry to a specific axis. 
- 
        
            
        
        
            
                Match Size
            
         Resizes and recenters the geometry according to reference
geometry. 
- 
        
            
        
        
            
                Match Topology
            
         Reorders the primitive and point numbers of the input geometry to match some reference geometry. 
- 
        
            
        
        
            
                Material
            
         Assigns one or more materials to geometry. 
- 
        
            
        
        
            
                Measure
            
         Measures volume, area, and perimeter of polygons
and puts the results in attributes. 
- 
        
            
        
        
            
                Merge
            
         Merges geometry from its inputs. 
- 
        
            
        
        
            
                MetaGroups
            
         Defines groupings of metaballs so that separate groupings are treated
as separate surfaces when merged. 
- 
        
            
        
        
            
                Metaball
            
         Creates metaballs and meta-superquadric surfaces. 
- 
        
            
        
        
            
                Mirror
            
         Duplicates and mirrors geometry across a mirror plane. 
- 
        
            
        
        
            
                Mountain
            
         Displaces points along their normals based on fractal noise. 
- 
        
            
        
        
            
                Mountain
            
         Displaces points along their normals based on fractal noise. 
- 
        
            
        
        
            
                Muscle Capture
            
         Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives 
- 
        
            
        
        
            
                Muscle Deform
            
         Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles 
- 
        
            
        
        
            
                Name
            
         Creates a "naming" attribute on points or primitives allowing you
to refer to them easily, similar to groups. 
- 
        
            
        
        
            
                Normal
            
         Computes surface normal attribute. 
- 
        
            
        
        
            
                Null
            
         Does nothing. 
- 
        
            
        
        
            
                Object Merge
            
         Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed. 
- 
        
        
            
                Object_musclerig@musclerigstrokebuilder
            
         
- 
        
        
            
                Object_riggedmuscle@musclestrokebuilder
            
         Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface. 
- 
        
            
        
        
            
                Ocean Evaluate
            
         Deforms input geometry based on ocean "spectrum" volumes. 
- 
        
            
        
        
            
                Ocean Evaluate
            
         Deforms input geometry based on ocean "spectrum" volumes. 
- 
        
            
        
        
            
                Ocean Foam
            
         Generates particle-based foam 
- 
        
            
        
        
            
                Ocean Source
            
         Generates particles and volumes from ocean "spectrum" volumes for use in simulations 
- 
        
            
        
        
            
                Ocean Source
            
         Generates particles and volumes from ocean "spectrum" volumes for use in simulations 
- 
        
            
        
        
            
                Ocean Spectrum
            
         Generates volumes containing information for simulating ocean waves. 
- 
        
            
        
        
            
                Ocean Waves
            
         Instances individual waveforms onto input points and generated points. 
- 
        
            
        
        
            
                OpenCL
            
         Executes an OpenCL kernel on geometry. 
- 
        
            
        
        
            
                Output
            
         Marks the output of a sub-network. 
- 
        
            
        
        
            
                Pack
            
         Packs geometry into an embedded primitive. 
- 
        
            
        
        
            
                Pack Points
            
         Packs points into a tiled grid of packed primitives. 
- 
        
            
        
        
            
                Packed Disk Edit
            
         Editing Packed Disk Primitives. 
- 
        
            
        
        
            
                Packed Edit
            
         Editing Packed Primitives. 
- 
        
            
        
        
            
                Paint
            
         Lets you paint color or other attributes on geometry. 
- 
        
            
        
        
            
                Paint Color Volume
            
         Creates a color volume based on drawn curve 
- 
        
            
        
        
            
                Paint Fog Volume
            
         Creates a fog volume based on drawn curve 
- 
        
            
        
        
            
                Paint SDF Volume
            
         Creates an SDF volume based on drawn curve 
- 
        
            
        
        
            
                Particle
            
         Creates simple particle simulations
without requiring an entire particle network. 
- 
        
            
        
        
            
                Particle Fluid Surface
            
         Generates a surface around the particles from a particle fluid simulation. 
- 
        
            
        
        
            
                Particle Fluid Tank
            
         Creates a set of regular points filling a tank. 
- 
        
            
        
        
            
                Partition
            
         Places points and primitives into groups based on a user-supplied
rule. 
- 
        
            
        
        
            
                Peak
            
         Moves primitives, points, edges or breakpoints along their normals. 
- 
        
            
        
        
            
                Platonic Solids
            
         Creates platonic solids of different types. 
- 
        
            
        
        
            
                Point
            
         Manually adds or edits point attributes. 
- 
        
            
        
        
            
                Point Cloud Iso
            
         Constructs an iso surface from its input points. 
- 
        
            
        
        
            
                Point Deform
            
         Deforms geometry on an arbitrary connected point mesh. 
- 
        
            
        
        
            
                Point Generate
            
         Creates new points, optionally based on point positions in the input geometry. 
- 
        
            
        
        
            
                Point Jitter
            
         Jitters points in random directions. 
- 
        
            
        
        
            
                Point Relax
            
         Moves points with overlapping radii away from each other, optionally on a surface. 
- 
        
            
        
        
            
                Point Replicate
            
         Generates a cloud of points around the input points. 
- 
        
            
        
        
            
                Points from Volume
            
         Creates set of regular points filling a volume. 
- 
        
            
        
        
            
                Poly Bridge
            
         Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge. 
- 
        
            
        
        
            
                Poly Expand 2D
            
         Creates offset polygonal geometry for planar polygonal graphs. 
- 
        
            
        
        
            
                Poly Extrude
            
         Extrudes polygonal faces and edges. 
- 
        
            
        
        
            
                PolyBevel
            
         Creates straight, rounded, or custom fillets along edges and corners. 
- 
        
            
        
        
            
                PolyBevel
            
         Bevels points and edges. 
- 
        
            
        
        
            
                PolyCut
            
         Breaks curves where an attribute crosses a threshold. 
- 
        
            
        
        
            
                PolyDoctor
            
         Helps repair invalid polygonal geometry, such as for cloth simulation. 
- 
        
            
        
        
            
                PolyExtrude
            
         Extrudes polygonal faces and edges. 
- 
        
            
        
        
            
                PolyFill
            
         Fills holes with polygonal patches. 
- 
        
            
        
        
            
                PolyFrame
            
         Creates coordinate frame attributes for points and vertices. 
- 
        
            
        
        
            
                PolyLoft
            
         Creates new polygons using existing points. 
- 
        
            
        
        
            
                PolyPatch
            
         Creates a smooth polygonal patch from primitives. 
- 
        
            
        
        
            
                PolyPath
            
         Cleans up topology of polygon curves. 
- 
        
            
        
        
            
                PolyReduce
            
         Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction. 
- 
        
            
        
        
            
                PolySoup
            
         Combines polygons into a single primitive that can be more efficient for many polygons 
- 
        
            
        
        
            
                PolySpline
            
         The PolySpline SOP fits a spline curve to a polygon or hull and
outputs a polygonal approximation of that spline. 
- 
        
            
        
        
            
                PolySplit
            
         Divides an existing polygon into multiple new polygons. 
- 
        
            
        
        
            
                PolySplit
            
         Divides an existing polygon into multiple new polygons. 
- 
        
            
        
        
            
                PolyStitch
            
         Stitches polygonal surfaces together, attempting to remove cracks. 
- 
        
            
        
        
            
                PolyWire
            
         Constructs polygonal tubes around polylines, creating
renderable geometry with smooth bends and intersections. 
- 
        
            
        
        
            
                Pose Scope
            
         Assigns channel paths and/or pickscripts to geometry. 
- 
        
            
        
        
            
                Primitive
            
         Edits primitive, primitive attributes, and profile curves. 
- 
        
            
        
        
            
                Primitive Split
            
         Takes a primitive attribute and splits any points whose primitives
differ by more than a specified tolerance at that attribute. 
- 
        
            
        
        
            
                Profile
            
         Extracts or manipulates profile curves. 
- 
        
            
        
        
            
                Project
            
         Creates profile curves on surfaces. 
- 
        
            
        
        
            
                Python
            
         Runs a Python snippet to modify the incoming geometry. 
- 
        
            
        
        
            
                RMan Shader
            
         Attaches RenderMan shaders to groups of faces. 
- 
        
            
        
        
            
                Rails
            
         Generates surfaces by stretching cross-sections between
two guide rails. 
- 
        
            
        
        
            
                Ray
            
         Projects one surface onto another. 
- 
        
            
        
        
            
                Refine
            
         Increases the number of points/CVs in a curve or surface
without changing its shape. 
- 
        
            
        
        
            
                Reguide
            
         Разбрасывает новые направляющие, интерполируя значения существующих направляющих. 
- 
        
            
        
        
            
                Remesh
            
         Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles. 
- 
        
            
        
        
            
                Repack
            
         Repacks geometry as an embedded primitive. 
- 
        
            
        
        
            
                Resample
            
         Resamples one or more curves or surfaces into even length segments. 
- 
        
            
        
        
            
                Rest Position
            
         Sets the alignment of solid textures to the geometry so the
texture stays put on the surface as it deforms. 
- 
        
            
        
        
            
                Reverse
            
         Reverses or cycles the vertex order of faces. 
- 
        
            
        
        
            
                Revolve
            
         Revolves a curve around a center axis to sweep out a surface. 
- 
        
            
        
        
            
                Rewire Vertices
            
         Rewires vertices to different points specified by an attribute. 
- 
        
            
        
        
            
                Ripple
            
         Generates ripples by displacing points along the up direction
specified. 
- 
        
            
        
        
            
                Scatter
            
         Scatters new points randomly across a surface or through a volume. 
- 
        
            
        
        
            
                Script
            
         Runs scripts when cooked. 
- 
        
            
        
        
            
                Sculpt
            
         Lets you interactively reshape a surface by brushing. 
- 
        
            
        
        
            
                Sequence Blend
            
         Morphs though a sequence of 3D shapes, interpolating geometry and attributes. 
- 
        
            
        
        
            
                Sequence Blend
            
         Sequence Blend lets you do 3D Metamorphosis between shapes and
Interpolate point position, colors… 
- 
        
            
        
        
            
                Shrinkwrap
            
         Computes the convex hull of the input geometry and moves its polygons inwards along their normals. 
- 
        
            
        
        
            
                Shrinkwrap
            
         Takes the convex hull of input geometry and moves its polygons inwards along their normals. 
- 
        
            
        
        
            
                Skin
            
         Builds a skin surface between any number of shape curves. 
- 
        
            
        
        
            
                Sky
            
         Creates a sky filled with volumentric clouds 
- 
        
            
        
        
            
                Smooth
            
         Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points. 
- 
        
            
        
        
            
                Smooth
            
         Smooths out (or "relaxes") polygons, meshes and
curves without increasing the number of points. 
- 
        
            
        
        
            
                Soft Peak
            
         Moves the selected point along its normal, with smooth rolloff to
surrounding points. 
- 
        
            
        
        
            
                Soft Transform
            
         Moves the selected point, with smooth rolloff to surrounding points. 
- 
        
            
        
        
            
                Solid Conform
            
         Creates a tetrahedral mesh that conforms to a connected mesh as much as possible. 
- 
        
            
        
        
            
                Solid Embed
            
         Creates a simple tetrahedral mesh that covers a connected mesh. 
- 
        
            
        
        
            
                Solid Fracture
            
         Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing. 
- 
        
            
        
        
            
                Solver
            
         Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame. 
- 
        
            
        
        
            
                Sort
            
         Reorders points and primitives in different ways. 
- 
        
            
        
        
            
                Sphere
            
         Creates a sphere or ovoid surface. 
- 
        
            
        
        
            
                Split
            
         Splits primitives or points into two streams. 
- 
        
            
        
        
            
                Spray Paint
            
         Spray paints random points onto a surface. 
- 
        
            
        
        
            
                Spring
            
         Simulates the behavior of points as if the edges connecting them were
springs. 
- 
        
            
        
        
            
                Sprite
            
         A SOP node that sets the sprite display for points. 
- 
        
            
        
        
            
                Starburst
            
         Insets points on polygonal faces. 
- 
        
            
        
        
            
                Stash
            
         Caches the input geometry in the node on command, and then uses it as the node’s output. 
- 
        
            
        
        
            
                Stitch
            
         Stretches two curves or surfaces to cover a smooth area. 
- 
        
            
        
        
            
                Stroke
            
         Low level tool for building interactive assets. 
- 
        
            
        
        
            
                Stroke Cache
            
         Simplifies the building of tools that incrementally modify geometry based on strokes. 
- 
        
            
        
        
            
                Subdivide
            
         Subdivides polygons into smoother, higher-resolution polygons. 
- 
        
            
        
        
            
                Subnetwork
            
         The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor. 
- 
        
            
        
        
            
                Super Quad
            
         Generates an isoquadric surface. 
- 
        
            
        
        
            
                Surfsect
            
         Trims or creates profile curves along the intersection lines
between NURBS or bezier surfaces. 
- 
        
            
        
        
            
                Sweep
            
         Creates a surface by sweeping cross-sections along a backbone
curve. 
- 
        
            
        
        
            
                Switch
            
         Switches between network branches based on an expression
or keyframe animation. 
- 
        
            
        
        
            
                Table Import
            
         Reads a CSV file creating point per row. 
- 
        
            
        
        
            
                Test Geometry: Pig Head
            
         Creates a pig head, which can be used as test geometry.. 
- 
        
            
        
        
            
                Test Geometry: Rubber Toy
            
         Creates a rubber toy, which can be used as test geometry. 
- 
        
            
        
        
            
                Test Geometry: Shader Ball
            
         Creates a shader ball, which can be used to test shaders. 
- 
        
            
        
        
            
                Test Geometry: Squab
            
         Creates a squab, which can be used as test geometry. 
- 
        
            
        
        
            
                Test Geometry: Tommy
            
         Creates a soldier, which can be used as test geometry. 
- 
        
            
        
        
            
                Test Simulation: Crowd Transition
            
         Provides a simple crowd simulation for testing transitions between animation clips. 
- 
        
            
        
        
            
                Test Simulation: Ragdoll
            
         Provides a simple Bullet simulation for testing the behavior of a ragdoll. 
- 
        
            
        
        
            
                Tet Partition
            
         Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh 
- 
        
            
        
        
            
                Tetrahedralize
            
         Performs variations of a Delaunay Tetrahedralization. 
- 
        
            
        
        
            
                Time Warp
            
         Retimes the input to a different time range. 
- 
        
            
        
        
            
                TimeBlend
            
         Blends intraframe values for geometry. 
- 
        
            
        
        
            
                TimeShift
            
         Cooks the input at a different time. 
- 
        
        
            
                Toon Shader Attributes
            
         Sets attributes used by the Toon Color Shader and Toon Outline Shader. 
- 
        
            
        
        
            
                TopoBuild
            
         Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry. 
- 
        
            
        
        
            
                Torus
            
         Creates a torus (doughnut) shaped surface. 
- 
        
            
        
        
            
                Trace
            
         Traces curves from an image file. 
- 
        
            
        
        
            
                Trail
            
         Creates trails behind points. 
- 
        
            
        
        
            
                Transform
            
         The Transform operation transforms the source geometry in "object space" using a transformation matrix. 
- 
        
            
        
        
            
                Transform Axis
            
         Transforms the input geometry relative to a specific axis. 
- 
        
            
        
        
            
                Transform By Attribute
            
         Transforms the input geometry by a point attribute. 
- 
        
            
        
        
            
                Transform Pieces
            
         Transforms input geometry according to transformation attributes on template geometry. 
- 
        
            
        
        
            
                Tri Bezier
            
         Creates a triangular Bezier surface. 
- 
        
            
        
        
            
                TriDivide
            
         Refines triangular meshes using various metrics. 
- 
        
            
        
        
            
                Triangulate 2D
            
         Connects points to form well-shaped triangles. 
- 
        
            
        
        
            
                Trim
            
         Trims away parts of a spline surface defined by a profile curve
or untrims previous trims. 
- 
        
            
        
        
            
                Tube
            
         Creates open or closed tubes, cones, or pyramids. 
- 
        
            
        
        
            
                Twist
            
         Applies deformations such as bend, linear taper, shear,
squash/stretch, taper, and twist. 
- 
        
            
        
        
            
                UV Brush
            
         Adjusts texture coordinates in the UV viewport by painting. 
- 
        
            
        
        
            
                UV Edit
            
         Lets you interactively move UVs in the texture view. 
- 
        
            
        
        
            
                UV Flatten
            
         Creates flattened pieces in texture space from 3D geometry. 
- 
        
            
        
        
            
                UV Flatten
            
         Creates flattened pieces in texture space from 3D geometry. 
- 
        
            
        
        
            
                UV Fuse
            
         Merges UVs. 
- 
        
            
        
        
            
                UV Layout
            
         Tries to pack UV islands efficiently into a limited area. 
- 
        
            
        
        
            
                UV Pelt
            
         Relaxes UVs by pulling them out toward the edges of the texture area. 
- 
        
            
        
        
            
                UV Project
            
         Assigns UVs by projecting them onto the surface from
a set direction. 
- 
        
            
        
        
            
                UV Quick Shade
            
         Applies an image file as a textured shader to a surface. 
- 
        
            
        
        
            
                UV Texture
            
         Assigns texture UV coordinates to geometry
for use in texture and bump mapping. 
- 
        
            
        
        
            
                UV Transform
            
         Transforms UV texture coordinates on the source geometry. 
- 
        
            
        
        
            
                UV Transform
            
         Transforms UV texture coordinates on the source geometry. 
- 
        
            
        
        
            
                UV Unwrap
            
         Separates UVs into reasonably flat, non-overlapping groups. 
- 
        
            
        
        
            
                Unix
            
         Processes geometry using an external program. 
- 
        
            
        
        
            
                Unpack
            
         Unpacks packed primitives. 
- 
        
            
        
        
            
                Unpack Points
            
         Unpacks points from packed primitives. 
- 
        
            
        
        
            
                VDB
            
         Creates one or more empty/uniform VDB volume primitives. 
- 
        
            
        
        
            
                VDB Activate
            
         Activates voxel regions of a VDB for further processing. 
- 
        
            
        
        
            
                VDB Activate SDF
            
         Expand or contract signed distance fields stored on VDB volume primitives. 
- 
        
            
        
        
            
                VDB Advect Points
            
         Moves points in the input geometry along a VDB velocity field. 
- 
        
            
        
        
            
                VDB Advect SDF
            
         Moves SDF VDBs in the input geometry along a VDB velocity field. 
- 
        
            
        
        
            
                VDB Analysis
            
         Computes an analytic property of a VDB volumes, such as gradient or curvature. 
- 
        
            
        
        
            
                VDB Clip
            
         Clips VDB volume primitives using a bounding box or another VDB as a mask. 
- 
        
            
        
        
            
                VDB Combine
            
         Combines the values of two aligned VDB volumes in various ways. 
- 
        
            
        
        
            
                VDB Diagnostics
            
         Tests VDBs for Bad Values and Repairs. 
- 
        
            
        
        
            
                VDB Fracture
            
         Cuts level set VDB volume primitives into multiple pieces. 
- 
        
            
        
        
            
                VDB LOD
            
         Build an LOD Pyramid from a VDB. 
- 
        
            
        
        
            
                VDB Morph SDF
            
         Blends between source and target SDF VDBs. 
- 
        
            
        
        
            
                VDB Occlusion Mask
            
         Create a mask of the voxels in shadow from a camera for VDB primitives. 
- 
        
            
        
        
            
                VDB Points Group
            
         Manipulates the Internal Groups of a VDB Points Primitive. 
- 
        
            
        
        
            
                VDB Project Non-Divergent
            
         Removes divergence from a Vector VDB. 
- 
        
            
        
        
            
                VDB Renormalize SDF
            
         Fixes signed distance fields stored in VDB volume primitives. 
- 
        
            
        
        
            
                VDB Resample
            
         Re-samples a VDB volume primitive into a new orientation and/or voxel size. 
- 
        
            
        
        
            
                VDB Reshape SDF
            
         Reshapes signed distance fields in VDB volume primitives. 
- 
        
            
        
        
            
                VDB Segment by Connectivity
            
         Splits SDF VDBs into connected components. 
- 
        
            
        
        
            
                VDB Smooth
            
         Smooths out the values in a VDB volume primitive. 
- 
        
            
        
        
            
                VDB Smooth SDF
            
         Smooths out SDF values in a VDB volume primitive. 
- 
        
            
        
        
            
                VDB Topology to SDF
            
         Creates an SDF VDB based on the active set of another VDB. 
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                VDB Vector Merge
            
         Merges three scalar VDB into one vector VDB. 
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                VDB Vector Split
            
         Splits a vector VDB primitive into three scalar VDB primitives. 
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                VDB Visualize Tree
            
         Replaces a VDB volume with geometry that visualizes its structure. 
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                VDB from Particle Fluid
            
         Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation. 
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                VDB from Particles
            
         Converts point clouds and/or point attributes into VDB volume primitives. 
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                VDB from Polygons
            
         Converts polygonal surfaces and/or surface attributes into VDB volume primitives. 
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                VDB to Spheres
            
         Fills a VDB volume with adaptively-sized spheres. 
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                VEX SOP
            
         References a VEX program that can manipulate point attributes. 
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                Verify BSDF
            
         Verify that a bsdf conforms to the required interface. 
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                Vertex
            
         Manually adds or edits attributes on vertices (rather than on points). 
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                Vertex Split
            
         Takes a vertex attribute and splits any point whose vertices differ
by more than a specified tolerance at that attribute. 
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                Visibility
            
         Shows/hides primitives in the 3D viewer and UV editor. 
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                Visualize
            
         Lets you attach visualizations to different nodes in a geometry network. 
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                Volume
            
         Creates a volume primitive. 
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                Volume Analysis
            
         Computes analytic properties of volumes. 
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                Volume Arrival Time
            
         Computes a speed-defined travel time from source points to voxels. 
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                Volume Blur
            
         Blurs the voxels of a volume. 
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                Volume Bound
            
         Bounds voxel data. 
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                Volume Break
            
         Cuts polygonal objects using a signed distance field volume. 
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                Volume Compress
            
         Re-compresses Volume Primitives. 
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                Volume Convolve 3×3×3
            
         Convolves a volume by a 3×3×3 kernel. 
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                Volume FFT
            
         Compute the Fast Fourier Transform of volumes. 
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                Volume Feather
            
         Feathers the edges of volumes. 
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                Volume Merge
            
         Flattens many volumes into one volume. 
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                Volume Mix
            
         Combines the scalar fields of volume primitives. 
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                Volume Optical Flow
            
         Translates the motion between two "image" volumes into displacement vectors. 
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                Volume Patch
            
         Fill in a region of a volume with features from another volume. 
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                Volume Ramp
            
         Remaps a volume according to a ramp. 
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                Volume Rasterize
            
         Rasterizes into a volume. 
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                Volume Rasterize Curve
            
         Converts a curve into a volume. 
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                Volume Rasterize Hair
            
         Converts fur or hair to a volume for rendering. 
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                Volume Rasterize Particles
            
         Converts a point cloud into a volume. 
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                Volume Rasterize Points
            
         Converts a point cloud into a volume. 
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                Volume Reduce
            
         Reduces the values of a volume into a single number. 
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                Volume Resample
            
         Resamples the voxels of a volume to a new resolution. 
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                Volume Resize
            
         Resizes the bounds of a volume without changing voxels. 
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                Volume SDF
            
         Builds a Signed Distance Field from an isocontour of a volume. 
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                Volume Slice
            
         Extracts 2d slices from volumes. 
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                Volume Splice
            
         Splices overlapping volume primitives together. 
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                Volume Stamp
            
         Stamps volumes instanced on points into a single target volume. 
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                Volume Surface
            
         Adaptively surfaces a volume hierarchy with a regular triangle mesh. 
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                Volume Trail
            
         Computes a trail of points through a velocity volume. 
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                Volume VOP
            
         Runs CVEX on a set of volume primitives. 
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                Volume Velocity
            
         Computes a velocity volume. 
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                Volume Velocity from Curves
            
         Generates a volume velocity field using curve tangents. 
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                Volume Velocity from Surface
            
         Generates a velocity field within a surface geometry. 
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                Volume Visualization
            
         Adjusts attributes for multi-volume visualization. 
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                Volume Wrangle
            
         Runs a VEX snippet to modify voxel values in a volume. 
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                Volume from Attribute
            
         Sets the voxels of a volume from point attributes. 
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                Voronoi Fracture
            
         Fractures the input geometry by performing a Voronoi decomposition
of space around the input cell points 
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                Voronoi Fracture Points
            
         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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                Voronoi Split
            
         Cuts the geometry into small pieces according to a set of cuts
defined by polylines. 
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                Vortex Force Attributes
            
         Creates the point attributes needed to create a Vortex Force DOP. 
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                Whitewater Source
            
         Generates emission particles and volumes to be used as sources in a Whitewater simulation. 
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                Wire Blend
            
         Morphs between curve shapes while maintaining curve length. 
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                Wire Capture
            
         Captures surfaces to a wire,
allowing you to edit the wire to deform the surface. 
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                Wire Deform
            
         Deforms geometry captured to a curve via the Wire Capture node. 
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                Wire Transfer Shape
            
         Transfers the shape of one curve to another. 
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                Wireframe
            
         Constructs polygonal tubes around polylines, creating renderable geometry.