- 
        
            
        
        
            
                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Agent Edit
            
        
        
            Edits properties of agent primitives.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Filament Advect
            
        
        
            Evolves polygonal curves as vortex filaments.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Fillet
            
        
        
            Creates smooth bridging geometry between two curves or surfaces.
        
        
     
    
        
    
    
    
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                Filmbox FBX ROP output driver
            
        
        
        
     
    
        
    
    
    
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                Find Shortest Path
            
        
        
            Finds the shortest paths from start points to end points, following the edges of a surface.
        
        
     
    
        
    
    
    
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                Fit
            
        
        
            Fits a spline curve to points, or a spline surface to a mesh of points.
        
        
     
    
        
    
    
    
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                Fluid Compress
            
        
        
            Compresses the output of fluid simulations to decrease size on disk
        
        
     
    
        
    
    
    
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                Fluid Source
            
        
        
             Creates one or multiple volumes out of geometry to be used in a fluid simulation 
        
        
     
    
        
    
    
    
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                Font
            
        
        
            Creates 3D text from Type 1, TrueType and OpenType fonts.
        
        
     
    
        
    
    
    
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                Force
            
        
        
            Uses a metaball to attract or repel points or springs.
        
        
     
    
        
    
    
    
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                Fractal
            
        
        
            Creates jagged mountain-like divisions of the input
geometry.
        
        
     
    
        
    
    
    
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                Fur
            
        
        
            Создает множество кривых на поверхности, представляющих из себя волосы или шерсть.
        
        
     
    
        
    
    
    
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                Fuse
            
        
        
            Merges or splits (uniques) points.
        
        
     
    
        
    
    
    
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                Geometry ROP output driver
            
        
        
        
     
    
        
    
    
    
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                Glue Cluster
            
        
        
            Adds strength to a glue constraint network according to cluster
values.
        
        
     
    
        
    
    
    
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                Grain Source
            
        
        
            Generates particles to be used as sources in a particle-based grain simulation.
        
        
     
    
        
    
    
    
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                Grid
            
        
        
            Creates planar geometry.
        
        
     
    
        
    
    
    
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                Groom Blend
            
        
        
            Объединяет направляющие и геометрии кожи двух груминг объектов.
        
        
     
    
        
    
    
    
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                Groom Fetch
            
        
        
            Получает данные груминга из объектов груминга.
        
        
     
    
        
    
    
    
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                Groom Pack
            
        
        
            Помещает компоненты груминга в упакованные примитивы, чтобы в последствии записать на диск.
        
        
     
    
        
    
    
    
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                Groom Switch
            
        
        
            Переключение всех компонентов между двумя потоками груминга.
        
        
     
    
        
    
    
    
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                Groom Unpack
            
        
        
            Распаковывает компоненты груминга из запакованного груминга.
        
        
     
    
        
    
    
    
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                Group
            
        
        
            Generates groups of points, primitives, edges, or vertices according to various criteria.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Group Expression
            
        
        
            Runs VEX expressions to modify group membership.
        
        
     
    
        
    
    
    
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                Group Paint
            
        
        
            Sets group membership interactively by painting.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Guide Advect
            
        
        
            Перемещает точки направляющих в соответствии с объемом (полем) скоростей.
        
        
     
    
        
    
    
    
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                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).
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                HeightField Erode
            
        
        
            Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                HeightField Layer
            
        
        
            Composites together two height fields.
        
        
     
    
        
    
    
    
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                HeightField Layer Clear
            
        
        
            Sets all values in a heightfield layer to 0.
        
        
     
    
        
    
    
    
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                HeightField Layer Property
            
        
        
            Sets the border voxel policy on a height field volume.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                HeightField Noise
            
        
        
            Adds vertical noise to a height field, creating peaks and valleys.
        
        
     
    
        
    
    
    
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                HeightField Output
            
        
        
            Exports height and/or mask layers to disk as an image.
        
        
     
    
        
    
    
    
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                HeightField Paint
            
        
        
            Lets you paint values into a height or mask field using strokes.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                HeightField Scatter
            
        
        
            Scatters points across the surface of a height field.
        
        
     
    
        
    
    
    
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                HeightField Slump
            
        
        
            Simulates loose material sliding down inclines and piling at the bottom.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Particle Fluid Tank
            
        
        
            Creates a set of regular points filling a tank.
        
        
     
    
        
    
    
    
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                Partition
            
        
        
            Places points and primitives into groups based on a user-supplied
rule.
        
        
     
    
        
    
    
    
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                Peak
            
        
        
            Moves primitives, points, edges or breakpoints along their normals.
        
        
     
    
        
    
    
    
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                Platonic Solids
            
        
        
            Creates platonic solids of different types.
        
        
     
    
        
    
    
    
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                Point
            
        
        
            Manually adds or edits point attributes.
        
        
     
    
        
    
    
    
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                Point Cloud Iso
            
        
        
            Constructs an iso surface from its input points.
        
        
     
    
        
    
    
    
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                Point Deform
            
        
        
            Deforms geometry on an arbitrary connected point mesh.
        
        
     
    
        
    
    
    
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                Point Generate
            
        
        
            Creates new points, optionally based on point positions in the input geometry.
        
        
     
    
        
    
    
    
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                Point Jitter
            
        
        
            Jitters points in random directions.
        
        
     
    
        
    
    
    
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                Point Relax
            
        
        
            Moves points with overlapping radii away from each other, optionally on a surface.
        
        
     
    
        
    
    
    
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                Point Replicate
            
        
        
            Generates a cloud of points around the input points.
        
        
     
    
        
    
    
    
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                Points from Volume
            
        
        
            Creates set of regular points filling a volume.
        
        
     
    
        
    
    
    
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                Poly Bridge
            
        
        
            Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.
        
        
     
    
        
    
    
    
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                Poly Expand 2D
            
        
        
            Creates offset polygonal geometry for planar polygonal graphs.
        
        
     
    
        
    
    
    
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                Poly Extrude
            
        
        
            Extrudes polygonal faces and edges.
        
        
     
    
        
    
    
    
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                PolyBevel
            
        
        
            Creates straight, rounded, or custom fillets along edges and corners.
        
        
     
    
        
    
    
    
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                PolyBevel
            
        
        
            Bevels points and edges.
        
        
     
    
        
    
    
    
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                PolyCut
            
        
        
            Breaks curves where an attribute crosses a threshold.
        
        
     
    
        
    
    
    
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                PolyDoctor
            
        
        
            Helps repair invalid polygonal geometry, such as for cloth simulation.
        
        
     
    
        
    
    
    
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                PolyExtrude
            
        
        
            Extrudes polygonal faces and edges.
        
        
     
    
        
    
    
    
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                PolyFill
            
        
        
            Fills holes with polygonal patches.
        
        
     
    
        
    
    
    
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                PolyFrame
            
        
        
            Creates coordinate frame attributes for points and vertices.
        
        
     
    
        
    
    
    
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                PolyLoft
            
        
        
            Creates new polygons using existing points.
        
        
     
    
        
    
    
    
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                PolyPatch
            
        
        
            Creates a smooth polygonal patch from primitives.
        
        
     
    
        
    
    
    
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                PolyPath
            
        
        
            Cleans up topology of polygon curves.
        
        
     
    
        
    
    
    
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                PolyReduce
            
        
        
            Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction.
        
        
     
    
        
    
    
    
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                PolySoup
            
        
        
            Combines polygons into a single primitive that can be more efficient for many polygons
        
        
     
    
        
    
    
    
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                PolySpline
            
        
        
            The PolySpline SOP fits a spline curve to a polygon or hull and
outputs a polygonal approximation of that spline.
        
        
     
    
        
    
    
    
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                PolySplit
            
        
        
            Divides an existing polygon into multiple new polygons.
        
        
     
    
        
    
    
    
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                PolySplit
            
        
        
            Divides an existing polygon into multiple new polygons.
        
        
     
    
        
    
    
    
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                PolyStitch
            
        
        
            Stitches polygonal surfaces together, attempting to remove cracks.
        
        
     
    
        
    
    
    
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                PolyWire
            
        
        
            Constructs polygonal tubes around polylines, creating
renderable geometry with smooth bends and intersections.
        
        
     
    
        
    
    
    
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                Pose Scope
            
        
        
            Assigns channel paths and/or pickscripts to geometry.
        
        
     
    
        
    
    
    
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                Primitive
            
        
        
            Edits primitive, primitive attributes, and profile curves.
        
        
     
    
        
    
    
    
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                Primitive Split
            
        
        
            Takes a primitive attribute and splits any points whose primitives
differ by more than a specified tolerance at that attribute.
        
        
     
    
        
    
    
    
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                Profile
            
        
        
            Extracts or manipulates profile curves.
        
        
     
    
        
    
    
    
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                Project
            
        
        
            Creates profile curves on surfaces.
        
        
     
    
        
    
    
    
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                Python
            
        
        
            Runs a Python snippet to modify the incoming geometry.
        
        
     
    
        
    
    
    
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                RMan Shader
            
        
        
            Attaches RenderMan shaders to groups of faces.
        
        
     
    
        
    
    
    
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                Rails
            
        
        
            Generates surfaces by stretching cross-sections between
two guide rails.
        
        
     
    
        
    
    
    
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                Ray
            
        
        
            Projects one surface onto another.
        
        
     
    
        
    
    
    
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                Refine
            
        
        
            Increases the number of points/CVs in a curve or surface
without changing its shape.
        
        
     
    
        
    
    
    
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                Reguide
            
        
        
            Разбрасывает новые направляющие, интерполируя значения существующих направляющих.
        
        
     
    
        
    
    
    
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                Remesh
            
        
        
            Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles.
        
        
     
    
        
    
    
    
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                Repack
            
        
        
            Repacks geometry as an embedded primitive.
        
        
     
    
        
    
    
    
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                Resample
            
        
        
            Resamples one or more curves or surfaces into even length segments.
        
        
     
    
        
    
    
    
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                Rest Position
            
        
        
            Sets the alignment of solid textures to the geometry so the
texture stays put on the surface as it deforms.
        
        
     
    
        
    
    
    
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                Reverse
            
        
        
            Reverses or cycles the vertex order of faces.
        
        
     
    
        
    
    
    
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                Revolve
            
        
        
            Revolves a curve around a center axis to sweep out a surface.
        
        
     
    
        
    
    
    
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                Rewire Vertices
            
        
        
            Rewires vertices to different points specified by an attribute.
        
        
     
    
        
    
    
    
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                Ripple
            
        
        
            Generates ripples by displacing points along the up direction
specified.
        
        
     
    
        
    
    
    
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                Scatter
            
        
        
            Scatters new points randomly across a surface or through a volume.
        
        
     
    
        
    
    
    
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                Script
            
        
        
            Runs scripts when cooked.
        
        
     
    
        
    
    
    
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                Sculpt
            
        
        
            Lets you interactively reshape a surface by brushing.
        
        
     
    
        
    
    
    
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                Sequence Blend
            
        
        
            Morphs though a sequence of 3D shapes, interpolating geometry and attributes.
        
        
     
    
        
    
    
    
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                Sequence Blend
            
        
        
            Sequence Blend lets you do 3D Metamorphosis between shapes and
Interpolate point position, colors…
        
        
     
    
        
    
    
    
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                Shrinkwrap
            
        
        
            Computes the convex hull of the input geometry and moves its polygons inwards along their normals.
        
        
     
    
        
    
    
    
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                Shrinkwrap
            
        
        
            Takes the convex hull of input geometry and moves its polygons inwards along their normals.
        
        
     
    
        
    
    
    
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                Skin
            
        
        
            Builds a skin surface between any number of shape curves.
        
        
     
    
        
    
    
    
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                Sky
            
        
        
            Creates a sky filled with volumentric clouds
        
        
     
    
        
    
    
    
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                Smooth
            
        
        
            Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.
        
        
     
    
        
    
    
    
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                Smooth
            
        
        
            Smooths out (or "relaxes") polygons, meshes and
curves without increasing the number of points.
        
        
     
    
        
    
    
    
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                Soft Peak
            
        
        
            Moves the selected point along its normal, with smooth rolloff to
surrounding points.
        
        
     
    
        
    
    
    
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                Soft Transform
            
        
        
            Moves the selected point, with smooth rolloff to surrounding points.
        
        
     
    
        
    
    
    
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                Solid Conform
            
        
        
            Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.
        
        
     
    
        
    
    
    
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                Solid Embed
            
        
        
            Creates a simple tetrahedral mesh that covers a connected mesh.
        
        
     
    
        
    
    
    
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                Solid Fracture
            
        
        
            Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Sort
            
        
        
            Reorders points and primitives in different ways.
        
        
     
    
        
    
    
    
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                Sphere
            
        
        
            Creates a sphere or ovoid surface.
        
        
     
    
        
    
    
    
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                Split
            
        
        
            Splits primitives or points into two streams.
        
        
     
    
        
    
    
    
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                Spray Paint
            
        
        
            Spray paints random points onto a surface.
        
        
     
    
        
    
    
    
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                Spring
            
        
        
            Simulates the behavior of points as if the edges connecting them were
springs.
        
        
     
    
        
    
    
    
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                Sprite
            
        
        
            A SOP node that sets the sprite display for points.
        
        
     
    
        
    
    
    
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                Starburst
            
        
        
            Insets points on polygonal faces.
        
        
     
    
        
    
    
    
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                Stash
            
        
        
            Caches the input geometry in the node on command, and then uses it as the node’s output.
        
        
     
    
        
    
    
    
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                Stitch
            
        
        
            Stretches two curves or surfaces to cover a smooth area.
        
        
     
    
        
    
    
    
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                Stroke
            
        
        
            Low level tool for building interactive assets.
        
        
     
    
        
    
    
    
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                Stroke Cache
            
        
        
            Simplifies the building of tools that incrementally modify geometry based on strokes.
        
        
     
    
        
    
    
    
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                Subdivide
            
        
        
            Subdivides polygons into smoother, higher-resolution polygons.
        
        
     
    
        
    
    
    
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                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.
        
        
     
    
        
    
    
    
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                Super Quad
            
        
        
            Generates an isoquadric surface.
        
        
     
    
        
    
    
    
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                Surfsect
            
        
        
            Trims or creates profile curves along the intersection lines
between NURBS or bezier surfaces.
        
        
     
    
        
    
    
    
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                Sweep
            
        
        
            Creates a surface by sweeping cross-sections along a backbone
curve.
        
        
     
    
        
    
    
    
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                Switch
            
        
        
            Switches between network branches based on an expression
or keyframe animation.
        
        
     
    
        
    
    
    
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                Table Import
            
        
        
            Reads a CSV file creating point per row.
        
        
     
    
        
    
    
    
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                Test Geometry: Pig Head
            
        
        
            Creates a pig head, which can be used as test geometry..
        
        
     
    
        
    
    
    
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                Test Geometry: Rubber Toy
            
        
        
            Creates a rubber toy, which can be used as test geometry.
        
        
     
    
        
    
    
    
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                Test Geometry: Shader Ball
            
        
        
            Creates a shader ball, which can be used to test shaders.
        
        
     
    
        
    
    
    
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                Test Geometry: Squab
            
        
        
            Creates a squab, which can be used as test geometry.
        
        
     
    
        
    
    
    
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                Test Geometry: Tommy
            
        
        
            Creates a soldier, which can be used as test geometry.
        
        
     
    
        
    
    
    
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                Test Simulation: Crowd Transition
            
        
        
            Provides a simple crowd simulation for testing transitions between animation clips.
        
        
     
    
        
    
    
    
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                Test Simulation: Ragdoll
            
        
        
            Provides a simple Bullet simulation for testing the behavior of a ragdoll.
        
        
     
    
        
    
    
    
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                Tet Partition
            
        
        
            Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh
        
        
     
    
        
    
    
    
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                Tetrahedralize
            
        
        
            Performs variations of a Delaunay Tetrahedralization.
        
        
     
    
        
    
    
    
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                Time Warp
            
        
        
            Retimes the input to a different time range.
        
        
     
    
        
    
    
    
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                TimeBlend
            
        
        
            Blends intraframe values for geometry.
        
        
     
    
        
    
    
    
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                TimeShift
            
        
        
            Cooks the input at a different time.
        
        
     
    
        
    
    
    
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                Toon Shader Attributes
            
        
        
            Sets attributes used by the Toon Color Shader and Toon Outline Shader.
        
        
     
    
        
    
    
    
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                TopoBuild
            
        
        
            Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
        
        
     
    
        
    
    
    
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                Torus
            
        
        
            Creates a torus (doughnut) shaped surface.
        
        
     
    
        
    
    
    
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                Trace
            
        
        
            Traces curves from an image file.
        
        
     
    
        
    
    
    
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                Trail
            
        
        
            Creates trails behind points.
        
        
     
    
        
    
    
    
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                Transform
            
        
        
            The Transform operation transforms the source geometry in "object space" using a transformation matrix.
        
        
     
    
        
    
    
    
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                Transform Axis
            
        
        
            Transforms the input geometry relative to a specific axis.
        
        
     
    
        
    
    
    
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                Transform By Attribute
            
        
        
            Transforms the input geometry by a point attribute.
        
        
     
    
        
    
    
    
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                Transform Pieces
            
        
        
            Transforms input geometry according to transformation attributes on template geometry.
        
        
     
    
        
    
    
    
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                Tri Bezier
            
        
        
            Creates a triangular Bezier surface.
        
        
     
    
        
    
    
    
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                TriDivide
            
        
        
            Refines triangular meshes using various metrics.
        
        
     
    
        
    
    
    
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                Triangulate 2D
            
        
        
            Connects points to form well-shaped triangles.
        
        
     
    
        
    
    
    
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                Trim
            
        
        
            Trims away parts of a spline surface defined by a profile curve
or untrims previous trims.
        
        
     
    
        
    
    
    
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                Tube
            
        
        
            Creates open or closed tubes, cones, or pyramids.
        
        
     
    
        
    
    
    
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                Twist
            
        
        
            Applies deformations such as bend, linear taper, shear,
squash/stretch, taper, and twist.
        
        
     
    
        
    
    
    
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                UV Brush
            
        
        
            Adjusts texture coordinates in the UV viewport by painting.
        
        
     
    
        
    
    
    
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                UV Edit
            
        
        
            Lets you interactively move UVs in the texture view.
        
        
     
    
        
    
    
    
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                UV Flatten
            
        
        
            Creates flattened pieces in texture space from 3D geometry.
        
        
     
    
        
    
    
    
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                UV Flatten
            
        
        
            Creates flattened pieces in texture space from 3D geometry.
        
        
     
    
        
    
    
    
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                UV Fuse
            
        
        
            Merges UVs.
        
        
     
    
        
    
    
    
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                UV Layout
            
        
        
            Tries to pack UV islands efficiently into a limited area.
        
        
     
    
        
    
    
    
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                UV Pelt
            
        
        
            Relaxes UVs by pulling them out toward the edges of the texture area.
        
        
     
    
        
    
    
    
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                UV Project
            
        
        
            Assigns UVs by projecting them onto the surface from
a set direction.
        
        
     
    
        
    
    
    
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                UV Quick Shade
            
        
        
            Applies an image file as a textured shader to a surface.
        
        
     
    
        
    
    
    
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                UV Texture
            
        
        
            Assigns texture UV coordinates to geometry
for use in texture and bump mapping.
        
        
     
    
        
    
    
    
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                UV Transform
            
        
        
            Transforms UV texture coordinates on the source geometry.
        
        
     
    
        
    
    
    
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                UV Transform
            
        
        
            Transforms UV texture coordinates on the source geometry.
        
        
     
    
        
    
    
    
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                UV Unwrap
            
        
        
            Separates UVs into reasonably flat, non-overlapping groups.
        
        
     
    
        
    
    
    
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                Unix
            
        
        
            Processes geometry using an external program.
        
        
     
    
        
    
    
    
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                Unpack
            
        
        
            Unpacks packed primitives.
        
        
     
    
        
    
    
    
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                Unpack Points
            
        
        
            Unpacks points from packed primitives.
        
        
     
    
        
    
    
    
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                VDB
            
        
        
            Creates one or more empty/uniform VDB volume primitives.
        
        
     
    
        
    
    
    
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                VDB Activate
            
        
        
            Activates voxel regions of a VDB for further processing.
        
        
     
    
        
    
    
    
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                VDB Activate SDF
            
        
        
            Expand or contract signed distance fields stored on VDB volume primitives.
        
        
     
    
        
    
    
    
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                VDB Advect Points
            
        
        
            Moves points in the input geometry along a VDB velocity field.
        
        
     
    
        
    
    
    
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                VDB Advect SDF
            
        
        
            Moves SDF VDBs in the input geometry along a VDB velocity field.
        
        
     
    
        
    
    
    
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                VDB Analysis
            
        
        
            Computes an analytic property of a VDB volumes, such as gradient or curvature.
        
        
     
    
        
    
    
    
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                VDB Clip
            
        
        
            Clips VDB volume primitives using a bounding box or another VDB as a mask.
        
        
     
    
        
    
    
    
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                VDB Combine
            
        
        
            Combines the values of two aligned VDB volumes in various ways.
        
        
     
    
        
    
    
    
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                VDB Diagnostics
            
        
        
            Tests VDBs for Bad Values and Repairs.
        
        
     
    
        
    
    
    
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                VDB Fracture
            
        
        
            Cuts level set VDB volume primitives into multiple pieces.
        
        
     
    
        
    
    
    
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                VDB LOD
            
        
        
            Build an LOD Pyramid from a VDB.
        
        
     
    
        
    
    
    
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                VDB Morph SDF
            
        
        
            Blends between source and target SDF VDBs.
        
        
     
    
        
    
    
    
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                VDB Occlusion Mask
            
        
        
            Create a mask of the voxels in shadow from a camera for VDB primitives.
        
        
     
    
        
    
    
    
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                VDB Points Group
            
        
        
            Manipulates the Internal Groups of a VDB Points Primitive.
        
        
     
    
        
    
    
    
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                VDB Project Non-Divergent
            
        
        
            Removes divergence from a Vector VDB.
        
        
     
    
        
    
    
    
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                VDB Renormalize SDF
            
        
        
            Fixes signed distance fields stored in VDB volume primitives.
        
        
     
    
        
    
    
    
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                VDB Resample
            
        
        
            Re-samples a VDB volume primitive into a new orientation and/or voxel size.
        
        
     
    
        
    
    
    
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                VDB Reshape SDF
            
        
        
            Reshapes signed distance fields in VDB volume primitives.
        
        
     
    
        
    
    
    
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                VDB Segment by Connectivity
            
        
        
            Splits SDF VDBs into connected components.
        
        
     
    
        
    
    
    
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                VDB Smooth
            
        
        
            Smooths out the values in a VDB volume primitive.
        
        
     
    
        
    
    
    
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                VDB Smooth SDF
            
        
        
            Smooths out SDF values in a VDB volume primitive.
        
        
     
    
        
    
    
    
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                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.