See working with VOP nodes for information on VOP node features in the network editor.
Nodes
-
Computes the absolute value of the argument.
-
Outputs the sum of its inputs.
-
Adds a new attribute.
-
Adds the specified constant value to the incoming integer, float, vector or vector4 value.
-
Adds points to the geometry.
-
Adds the point specified to the group given.
-
Adds primitives to the geometry.
-
Multiply steerforce by steerweight attributes and normalize results by total steerweight.
-
Adds vertices to the geometry.
-
Layers a wind force onto a simulation.
-
Advects a position by a set of volume primitives stored in a disk file.
-
Returns all of the animation clips that have been loaded for an agent primitive.
-
Returns the length (in seconds) of an agent’s animation clip.
-
Returns an agent primitive’s current animation clips.
-
Samples an agent’s animation clip at a specific time.
-
Returns the sample rate of an agent’s animation clip.
-
Returns the current times for an agent primitive’s animation clips.
-
Returns the blend weights for an agent primitive’s animation clips.
-
Converts transforms between local space and world space for an agent primitive.
-
Returns the transform that each shape in an agent’s layer is bound to.
-
Returns the name of the current layer or collision layer of an agent.
-
Returns the names of the shapes referenced by an agent primitive’s layer.
-
Returns all of the layers that have been loaded for an agent primitive.
-
Returns the child transforms of a transform in an agent primitive’s rig.
-
Finds the index of a transform in an agent primitive’s rig.
-
Returns the parent transform of a transform in an agent primitive’s rig.
-
Returns the number of transforms in an agent primitive’s rig.
-
Returns the name of each transform in an agent primitive’s rig.
-
Returns the current local or world space transforms of an agent primitive.
-
Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.
-
Takes two values for alpha based on the surface orientation relative to the camera and blends between the two with a rolloff as the bias control, effectively removing the silhouettes of the geometry edges.
-
Generates a color using ambient lighting model calculation.
-
Performs a logical "and" operation between its inputs and returns 1 or 0.
-
Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise.
-
Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise.
-
Adds an item to an array or string.
-
Performs the atan2() function
-
Checks whether a value exists in an array.
-
Finds the first location of an item in an array or string.
-
Finds all locations of an item in an array or string.
-
Produces the length of an array.
-
Computes attenuated falloff.
-
Outputs the average of its inputs.
-
Computes the average value of a vector argument.
-
Tints a BSDF with separate control over colorization and luminance.
-
Export shading for use in bake image planes
-
Represents an attribute bound to VEX.
-
Takes a float input as a bias to blend between three input regions.
-
Marks the start of a code block.
-
Marks the start of a for loop block.
-
Marks the start of a for-each loop block.
-
Marks the start of an if code block.
-
Marks the end of a code block.
-
Marks the end of a code block.
-
Marks the end of a while code block.
-
Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
-
Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.
-
Generates repeating filtered squares.
-
Generates a brick pattern based on the parametric s and t coordinates.
-
Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction.
-
A basic brushed metal shader.
-
Outputs the array consisting of its inputs as array elements.
-
Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount.
-
Compute a tangent-space normal map from a bump map
-
Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
-
Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
-
Returns a pixel value in one of the 4 input COPs connected to the VEX COP.
-
Container for a CVEX shader implementation.
-
Simulates car paint with embedded metallic flakes and a coat layer.
-
Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
-
Returns the smallest integer greater than or equal to the argument.
-
Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.
-
Computes 2D, anti-aliased cellular noise suitable for shading.
-
Converts an unicode codepoint to a UTF8 string.
-
Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.
-
Clamps the input data between the minimum and maximum values.
-
Downcasts a generic (anonymous) co-shader object to a specific co-shader
-
Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement.
-
A powerful, highly flexible, generic surface shader with displacement.
-
Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.
-
Looks up a single sample of RGB or RGBA color from a disk image.
-
Computes a blend (or a mix) of its two color inputs, and outputs the resulting color.
-
Compares two values and returns true or false.
-
Computes the complement of the argument by subtracting the argument from 1.
-
Computes lighting using Physically Based Rendering.
-
This node gives finer control over handling of the normal attribute in VOPs.
-
Compute surface tangents in different ways.
-
Outputs a physically correct reflection factor for conductive materials.
-
Clamp the reflectivity of a bsdf to 1.
-
Outputs a constant value of any VEX data type.
-
Increases or decreases contrast for values at the bottom of the input range.
-
Takes a single input of any data type.
-
Performs a cosine function.
-
Returns float between 0 and 1 which defines a crackle pattern useful for simulating the fine grain texture in skin or on a much larger scale dried mudflats.
-
Creates a new point group with the name specified.
-
Computes the cross product between two vectors, defined as the vector perpendicular to both input vectors.
-
Creates divergence-free 3D noise using a curl function.
-
Creates divergence-free 2D noise using a curl function.
-
Computes surface curvature.
-
An OTL that performs composting of texture maps.
-
Converts degrees to radians.
-
Works on an image which was rendered as a z-depth image, returning the distance from the camera to the pixel (or plane) in question.
-
Computes the determinant of a 4×4 or 3×3 matrix.
-
Internal VOP used to compute direct lighting.
-
Displaces surface position and modifies surface normals.
-
Displaces the surface along the surface normal by a given amount.
-
Modifies normals and/or positions based on a texture map.
-
Returns the distance between two 3D or 4D points.
-
Returns the closest distance between a point and a line segment defined by two end points.
-
Outputs the result of dividing each input value by the next.
-
Divides the incoming integer, float, vector or vector4 value by the specified constant value.
-
Computes the dot product between two vectors.
-
Outputs sanitized dual rest values based.
-
Sanitizes dual rest attribute data for easier use.
-
Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal.
-
Returns a new surface normal (N) which has a slight fine grained bump on it.
-
Result 1 if the string ends with the specified string.
-
Sets the environment map (on an infinite sphere) and returns its color.
-
Builds a quaternion with the given euler rotation.
-
Computes the exponential function of the argument.
-
Extracts the translation, rotation, scale or shear component of a 4×4 transform matrix.
-
Outputs and opacity value which can be used to approximate caustic lighting effects.
-
Sends a ray from the position P along the direction specified by the direction D.
-
Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.
-
Provides a "fallback" value for a field/attribute if the field does not exist or the given field name is an empty string.
-
Filters the input.
-
Sends a ray from the position P along the direction specified by the direction D, a…
-
Computes the anti-aliased weight of the step function.
-
This function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t.
-
Takes the value in the source range and shifts it to the corresponding value in the destination range.
-
Takes the value in the source range and shifts it to the corresponding value in the destination range.
-
Converts a float value to an integer value.
-
Converts sixteen floating-point values to a 4×4 matrix value.
-
Converts four floating-point values to a matrix2 value.
-
Converts nine floating-point values to a matrix3 value.
-
Converts three floating-point values to a vector value.
-
Converts two floating-point values to a vector2 value.
-
Converts four floating-point values to a vector4 value.
-
Returns the largest integer less than or equal to the argument.
-
Generates 1D and 3D Perlin Flow Noise from 3D and 4D data.
-
Computes the fractional component of the argument.
-
Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
-
Transforms a position from normal device coordinates to the coordinates in the appropriate space.
-
Transforms a position from normal device coordinates to the coordinates in the appropriate space.
-
Converts polar coordinates to cartesian coordinates.
-
Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).
-
Provides outputs representing commonly used input variables of fur guide shader network.
-
Fur Guide Output Variables and Parameters
Provides inputs representing the output variables of a fur guide shader network.
-
Creates a set of hair-like curves across a surface at render time.
-
Provides outputs representing commonly used input variables of fur skin shader network.
-
Fur Skin Output Variables and Parameters
Provides inputs representing the output variables of a fur skin shader network.
-
Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.
-
Performs a fuzzy "and" operation between its inputs and returns a value between 0 and 1.
-
Performs a defuzzify operation between its input fuzzy sets and returns a crisp value.
-
Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node.
-
"This node represents two inferred fuzzy sets that are mirrors of one another.
-
Performs a "fuzzify" operation that calculates a fuzzy value given a membership function and an input crisp value.
-
This operator performs a fuzzy not operation on an integer or float value.
-
Detects obstacles in an agent’s field of view.
-
Performs a fuzzy "or" operation between its inputs and returns a value between 0 and 1.
-
Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.
-
Generates a random number fitting a Gaussian distribution.
-
Generates a random number fitting a Gaussian distribution.
-
Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth.
-
Geometry VOP Global Parameters
Provides outputs that represent all the global variables for the Attribute VOP network types.
-
Simple output variable for Geometry VOP Networks.
-
Compute the reflectivity of a bsdf.
-
Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP.
-
Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP.
-
Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
-
Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
-
Gets a specified element from array.
-
Obtains a value of the export variable added to the Shader Layer struct.
-
Extracts a 4×4 matrix component.
-
Extracts a 2×2 matrix3 component.
-
Extracts a 3×3 matrix3 component.
-
Gets the transform matrix of a named object in camera (current) space.
-
Extracts a vector component.
-
Extracts a vector2 component.
-
Extracts a vector4 component.
-
Generates anti-aliased gingham checks similar to a tablecloth pattern.
-
Provides outputs that represent all the global variables for the current VOP network type.
-
Returns the gradient of a single channel 3D texture image at a specified position within that image.
-
Converts HSV color space to RGB color space.
-
Generates a normal vector which always faces the camera, parallel to the incidence vector.
-
A powerful, highly flexible, general model for hair/fur shading.
-
Returns 1 if the specified input (0-3) is connected.
-
Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications.
-
Houdini Engine Procedural: Curve Generate
Cooks a SOP asset for each point in the source geometry and instances the generated curves onto the point.
-
Houdini Engine Procedural: Point Generate
Cooks a SOP asset for each point in the source geometry and instances the generated points onto the point.
-
Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude.
-
Passes through the value of the first input if the first input is ultimately connected.
-
Only available in Surface VOP networks.
-
Image 3D Iso-Texture Procedural
This procedural will generate an iso-surface from a 3D texture image (.i3d file).
-
This procedural will generate a volume from a 3D texture image (.i3d file).
-
Imports attribute data from the OP connected to the given input.
-
Imports the value of the specified variable from a displacement shader and stores it in var.
-
Imports the value of the specified variable from a light shader and stores it in var.
-
Import Properties from OpenColorIO
Imports a color space property from Open Color IO.
-
Imports the value of the specified variable sent from a trace() function and stores it in var.
-
Imports the value of the specified variable from a surface shader and stores it in var.
-
Returns 1 if the point or primitive is in the group specified by the string.
-
Internal VOP used to compute indirect lighting.
-
Write VEX code that is put directly into your shader or operator definition.
-
Inserts an item, array, or string into an array or string.
-
Instance with Hscript Procedural
Runs hscript for each point in the source geometry and instances the generated geometry to the point.
-
Converts an integer value to a float value.
-
Computes the intersection of a ray with geometry.
-
Computes all the intersections of a ray with geometry.
-
If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity).
-
Computes the irradiance (the global illumination) at the point P with the normal N.
-
Result 1 if all the characters in the string are alphabetic.
-
Outputs 1 if the input is ultimately connected, otherwise it outputs 0.
-
Result 1 if all the characters in the string are numeric.
-
Returns 1 if the number is a normal number, ie, not infinite or NAN.
-
Returns 1 if the shader is being evaluated from within a fog shader.
-
Returns true if the normal of the surface is forward facing, and false if it isn’t.
-
Returns 1 if the number is not a number.
-
Returns 1 if the shader is being evaluated for shadow rays.
-
Concatenate all the strings of an array inserting a common spacer.
-
Generates a color using the Lambert diffuse lighting model calculation.
-
Combines two layers using standard compositing operations.
-
Outputs a mix of the two input layers, blended using the alpha value.
-
Computes the length of an array
-
Computes the length of a 3D or 4D vector.
-
Performs a lighting model calculation to generate a color.
-
Selectively clamps values to a minimum and/or maximum value.
-
Computes the natural logarithm function of the argument.
-
Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.
-
Computes the luminance of the RGB color specified by the input parameter.
-
Builds a general 4×4 transform matrix derived from the standard copy/instance attributes
-
Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space.
-
Builds a general 4×4 transform matrix.
-
Generates a Mandelbrot pattern.
-
A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties.
-
Unpacks a 4×4 matrix into its sixteen components.
-
Unpacks a 4×4 matrix into its rows.
-
Unpacks a 2×2 matrix2 into its four components.
-
Converts a 2×2 matrix to a 3×3 matrix.
-
Converts a 2×2 matrix to a 4×4 matrix.
-
Unpacks a 2×2 matrix into its rows.
-
Unpacks a 3×3 matrix3 into its nine components.
-
Converts a 3×3 matrix to a 2×2 matrix.
-
Converts a matrix3, representing a rotation, to a quaternion representing the same rotation.
-
Unpacks a 3×3 matrix into its rows.
-
Converts a 4×4 matrix to a 2×2 matrix.
-
Implements a matte shader that occludes geometry behind the surface being rendered.
-
Computes the maximum value of a vector argument.
-
Outputs the maximum value from its inputs.
-
Takes a handle generated by the Meta-Loop Start operator and will import attributes…
-
Takes a handle generated by the Meta-Loop Start operator and will "iterate" to the …
-
Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified.
-
Returns the value of the given point attribute at the specified position in the metaball field.
-
Returns the density of the metaball field at the specified position.
-
Transforms the specified position into the local space of the metaball.
-
Returns the metaweight of the geometry at a given position.
-
Returns true if the specified metadata exists.
-
Returns metadata from one of the 4 input COPs connected to the VEX COP.
-
Represents a method inside a class-based shader.
-
Invokes a given method on a given struct or co-shader object.
-
Represents a method argument list inside a class-based shader.
-
Represents a method inside a class-based shader.
-
Computes the minimum value of a vector argument.
-
Outputs the minimum value from its inputs.
-
Finds closest position on a primitive in a given geometry file.
-
Computes a blend (or a mix) of its input values using linear interpolation.
-
Computes the modulo of two values.
-
Outputs the product of its inputs.
-
Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount.
-
Multiplies the incoming value by a constant.
-
Finds closest point in a given geometry file.
-
Negates the incoming integer, float, vector or vector4 value.
-
Count the number of connected points from a given point in a given geometry file (or op:path)
-
Finds the nth neighbouring point for a given point in a given geometry file.
-
Retrieves an array of indices to the points connected to the given point.
-
A non-deterministic random number generator.
-
Clamp shading normals to prevent bad reflection directions
-
Generates a falloff value based on the relationship between the normal and incident vectors.
-
Normalizes a vector.
-
This operator performs a logical not operation on an integer value, returning 1 if the input is zero, and 0 if the input is non-zero.
-
Passes the inputs to the output with an optional name change.
-
Transforms color spaces using Open Color IO.
-
Implements an OSL shader.
-
Computes ambient occlusion at the point P with the normal N.
-
Sample ocean values from layered ocean spectra at the specified position and time.
-
Returns the number of coarse faces in the subdivision hull
-
Returns the patch of the first patch for a given face in the subdivision hull.
-
Evaluates a point attribute on the limit of a subdivision surface.
-
Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch.
-
Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face.
-
Returns the number of patches in the subdivision hull
-
This operator performs a logical "or" operation between its inputs and returns 1 or 0 .
-
Generates a color using the Oren-Nayar diffuse lighting model calculation.
-
Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix.
-
Returns an anti-aliased cosine or sine wave.
-
Computes the outer product of a pair of vectors.
-
Output Variables and Parameters
Provides inputs representing the writable output variables of the shader network.
-
Makes a shaded surface emissive.
-
Produce a hair BSDF.
-
Produce a hair BSDF.
-
Produce a hair BSDF.
-
Evaluate Lighting Using PBR.
-
Computes metallic reflections.
-
Creates an approximate SSS BSDF.
-
Creates a Single Subsurface Scatter BSDF.
-
Produce a normalized diffuse bsdf.
-
Represents a user-controllable parameter.
-
Generates 1D and 3D Perlin noise from 1D, 3D and 4D data.
-
Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous with "cell noise".
-
Performs photon russian roulette.
-
Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering.
-
Returns the area of the current pixel after being transformed to the new UV coordinate uvpos.
-
Returns U and V derivatives of the current pixel.
-
Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.
-
Returns the number of planes in the input.
-
Returns the name of the plane with the index plane_index in input input_index.
-
Returns the index of the plane with the name plane_index in input input_index.
-
Returns the name of the plane with the index plane_index in input input_index.
-
Returns the number of components in the plane with the index plane_index in input input_index.
-
Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
-
This node closes a point cloud handle opened by pcopen.
-
This node exports point data while inside a pcunshaded loop.
-
This node finds the farthest query point produced by pcopen.
-
This node filters the points queried by pcopen.
-
Returns a list of closest points from a file
-
Returns a list of closest points from a file taking into account their radii.
-
This node imports point data while inside a pciterate or pcunshaded loop.
-
This node imports point data from a pcopen.
-
This node advances to the next iteration point returned by pcopen.
-
This node returns the number of points found by pcopen.
-
This node opens a point cloud file and searches for points around a source position.
-
This node advances to the next unshaded iteration point returned by pcopen.
-
This function writes data for the current shading point out to a point cloud file.
-
Returns the number of points for all primitives in the given geometry.
-
Returns 1 if the point specified by the point number is in the group specified by the string.
-
The underlying procedural when using Fast Point Instancing with the instance render parameters.
-
Only available in Image3D VOP networks.
-
The Point Replicate Procedural takes a number of input points and multiplies them, and processes the result using a CVEX script.
-
Removes the last element of an array and returns it.
-
Raises the first argument to the power of the second argument.
-
Evaluates an attribute for a given primitive at the specified uv parametric location.
-
Evaluates an intrinsic on a given primitive.
-
Returns the normal of a primitive (defined by its number) at the given uv parametric location.
-
An artist-friendly shader that can model a large number of materials realistically.
-
An artist-friendly shader that can model a large number of materials realistically.
-
Generate a formatted text string.
-
Promotes the export variables from the Shader Layer struct to the parent shader
-
Pxr AOV Light shader
-
Pxr Adjust Normal shader
-
Pxr Std Area Light light shader
-
Pxr Attribute shader
-
Pxr Background Display Filter shader
-
Pxr Background Sample Filter shader
-
Pxr Bake Point Cloud shader
-
Pxr Bake Texture shader
-
Pxr Barn Light Filter shader
-
Pxr Black shader
-
Pxr Black Body pattern shader
-
Pxr Blend shader
-
Pxr Blocker light filter shader
-
Pxr Blocker Light Filter shader
-
Pxr Bump shader
-
Pxr Bump Manifold 2d shader
-
Pxr Camera shader
-
Pxr Checker shader
-
Pxr Clamp shader
-
Pxr Color Correct shader
-
Pxr Combiner Light Filter shader
-
Pxr Constant shader
-
Pxr Cookie Light Filter shader
-
Pxr Copy AOV Display Filter shader
-
Pxr Copy AOV Sample Filter shader
-
Pxr Cross shader
-
Pxr DebugShadingContext shader
-
Pxr Default integrator shader
-
Pxr Direct Lighting integrator shader
-
Pxr Dirt shader
-
Pxr Disk Light shader
-
Pxr Disney bxdf shader
-
Pxr Disp Transform shader
-
Pxr Disp Vector Layer shader
-
Pxr Displace shader
-
Pxr Displacement shader
-
Pxr Display Filter Combiner shader
-
Pxr Disps Calar Layer shader
-
Pxr Distant Light shader
-
Pxr Dome Light shader
-
Pxr Dot shader
-
Pxr Envday Light shader
-
Pxr Exposure shader
-
Pxr FacingRatio shader
-
Pxr Filmic Tone Mapper Display Filter
Pxr Filmic Tone Mapper Display Filter shader
-
Pxr Filmic Tone Mapper Sample Filter
Pxr Filmic Tone Mapper Sample Filter shader
-
Pxr Flakes shader
-
Pxr Fractal pattern shader
-
Pxr Fractialize shader
-
Pxr Gamma shader
-
Pxr Geometric AOVs shader
-
Pxr Gobo light filter shader
-
Pxr Gobolight Filter shader
-
Pxr Grade Display Filter shader
-
Pxr Grade Sample Filter shader
-
Pxr Hair Color shader.
-
Pxr Half Buffer Error Filter shader.
-
Pxr Hsl shader
-
Pxr Image Display Filter shader
-
Pxr Image Plane Filter shader
-
Pxr Int Mult Light Filter shader
-
Pxr Invert shader
-
Pxr Layer shader
-
Pxr Layer Mixer shader
-
Pxr Layered Texture shader
-
Pxr Layeredblend shader
-
Pxr Light Probe shader
-
Pxr Lightemission shader
-
Pxr Lmdiffuse shader
-
Pxr Lmglass shader
-
Pxr Lmlayer shader
-
Pxr Lmmixer shader
-
Pxr Lmplastic shader
-
Pxr Lmsubsurface shader
-
Pxr Manifold 3D manifold shader
-
Pxr Manifold2d shader
-
Pxr Manifold3dn shader
-
Pxr Marschnerhair shader
-
Pxr Matteid shader
-
Pxr Mesh Light shader
-
Pxr Mix shader
-
Pxr Multi Texture shader
-
Pxr Normalmap shader
-
Pxr Occlusion shader
-
Pxr Omini Directional Stereo
-
Pxr Osl shader
-
Pxr Path Tracer integrator shader
-
Pxr Portal Light shader
-
Pxr Primvar shader
-
Pxr Projection Stack shader
-
Pxr Projectionlayer shader
-
Pxr Projector shader
-
Pxr Ptexture shader
-
Pxr Ramp shader
-
Pxr Ramp Light Filter shader
-
Pxr Random Texture Manifold shader.
-
Pxr Rect Light shader
-
Pxr Remap shader
-
Pxr Rod Light Filter shader
-
Pxr Rolling Shutter shader
-
Pxr Roundcube shader
-
Pxr Sample Filter Combiner shader
-
Pxr Seexpr shader
-
Pxr Shaded Side shader
-
Pxr Shadow Display Filter shader
-
Pxr Shadow Filter shader
-
Pxr Sphere Light shader
-
Pxr Std Env Day Light light shader
-
Pxr Std Env Map Light light shader
-
Pxr Surface shader
-
Pxr Tangentfield shader
-
Pxr Tee shader
-
Pxr Texture shader
-
Pxr Thinfilm shader
-
Pxr Threshold shader
-
Pxr Tile Manifold shader
-
Pxr Tofloat shader
-
Pxr Tofloat3 shader
-
Pxr UPBP shader
-
Pxr VCM integrator shader
-
Pxr Validatebxdf shader
-
Pxr Variable shader
-
Pxr Vary shader
-
Pxr Visualizer shader
-
Pxr Volume shader
-
Pxr Voronoise pattern shader
-
Pxr White Point Display Filter
Pxr White Point Display Filter shader
-
Pxr White Point Sample Filter shader
-
Pxr Worley shader
-
PxrLm Metal shader
-
Converts a temperature value into color (chroma) and intensity according to the blackbody radiation model.
-
Provides color correction functions.
-
Provides constant, artistic, and physically correct (blackbody) tint as well as color correction functions.
-
Provides functions for editing color fields by conditioning the field values, adding noise, filtering, and color correction.
-
Provides the core functionality needed to build a high-quality volumetric shader.
-
Provides functions for editing fields such as density by conditioning the field values, adding noise, and filtering.
-
Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
-
Computes distance between quaternions in radians.
-
Takes an quaternion inverts it..
-
Performs a quaternion multiplication with its two inputs.
-
Converts a quaternion to angle/axis form.
-
Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.
-
Converts RGB color space to HSV color space.
-
Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.
-
Implements an RSL material.
-
Converts radians to degrees.
-
Generates a non-repeating rainbow color ramp by modulating the hue over the range of the parametric coordinate s and using the given saturation and value to compute the HSV color.
-
Adds anti-aliased analytical filtering to the output of a Ramp Parameter VOP.
-
Represents a user-editable ramp parameter.
-
Generates repeating filtered ramps.
-
Generates a random number based on the position in one, three, or four dimensions.
-
Generates a random number in a Sobol sequence.
-
Returns the current ray-bounce level.
-
Returns the amount that the current bounce level will contribute to the final pixel color.
-
This operator sends a ray from the position P along the direction specified by the direction D, and returns the distance to the object intersected or a negative number if not object found.
-
Sends a ray starting at origin P and in the direction specified by the normalized vector D.
-
Returns the vector representing the reflection of the direction against the normal vector.
-
Computes the amount of reflected light which hits the surface.
-
Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction.
-
Sends a ray starting at origin P and in the direction specified by the normalized vector I.
-
Finds the given regular expression in the string.
-
Finds all instances of the given regular expression in the string.
-
Result 1 if the entire input string matches the expression.
-
Replaces instances of find_regex with replace_regex.
-
Splits the given string based on regex match.
-
Returns the relative position of the point given with respect to the bounding box of the specified geometry.
-
Relative to Point Bounding Box
Returns the relative position of the point given with respect to the bounding box of the specified geometry.
-
Removes an item at the given index from an array.
-
Removes points from the geometry.
-
Removes an item from an array.
-
Gets state information from the renderer.
-
Reorders items in an array or string.
-
Optionally report a custom VEX error or warning.
-
Modulates input value using a variety of methods.
-
Returns the pixel resolution of an input.
-
Checks if the geometry attribute "rest" is bound and, if so, uses it as the rest position for shading.
-
Generates a return statement inside a method or a function defined by the parent subnet.
-
Adds an item to an array or string.
-
Generates repeating filtered rings.
-
Generates repeating ripples.
-
Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.
-
Rotates a vector by a quaternion.
-
Rounds the argument to the closest integer.
-
Blends the normals between faces within specified radius.
-
Generates repeating filtered rounded hexagons.
-
Generates repeating filtered rounded five-pointed stars.
-
Run External Program Procedural
This procedural will run an external application in order to generate geometry at render time.
-
Adds energy conservation functionality and additional controls to the Physical SSS VOP.
-
Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction.
-
Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.
-
Generates a scale-like pattern and returns the displaced position, normal, and displacement amount.
-
Requests the rendered color from a specified direction
-
Returns an average direction, color, depth, and strength.
-
Renders the surrounding environment
-
Requests the rendered depth from a specified direction
-
Saves the rendered panorama to a specified output file
-
Saves sensor data to image files.
-
Sets the current animation clips for an agent primitive.
-
Sets the current times for an agent primitive’s animation clips.
-
Sets the blend weights for an agent primitive’s animation clips.
-
Sets the current layer or collision layer of an agent primitive.
-
Overrides the transforms of an agent primitive.
-
Sets a CHOP attribute value.
-
Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode.
-
Sets a channel value when evaluating a Channel VOP in Channel/Sample modes.
-
Sets the element at the specified index.
-
Adds layer exports to the Shader Layer struct
-
Assigns a value to one of the matrix’s components.
-
Assigns a value to one of the matrix2's components.
-
Assigns a value to one of the matrix3's components.
-
Assigns a value to one of the vector’s components.
-
Assigns a value to one of the vector2's components.
-
Assigns a value to one of the vector4's components.
-
Shader Output Export Variables
Represents export parameters in a shader call.
-
Shader Output Global Variables
Represents global variables that are bound as output parameters in a shader call.
-
Computes the shading area of the given variable.
-
Computes the derivative of a given variable with respect to the s or t parametric coordinate.
-
Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).
-
Computes the normal at the location specified by the P position.
-
This shader calls the shadow shader inside an illuminance loop.
-
Shadow Map treats the depth map as if the image were rendered from a light source.
-
Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
-
Returns -1 if the input is less than 0, otherwise it returns 1.
-
Performs a sine function.
-
A skin shader with three levels of subsurface scattering.
-
Slices a sub-string or sub-array of a string or array.
-
Computes a number between zero and one.
-
Returns the closest equivalent Euler rotations to a reference rotation.
-
Runs a VEX snippet to modify the incoming values.
-
Increases or decreases contrast for values at the top of the input range.
-
Generates repeating soft dots.
-
Returns the array sorted in increasing order.
-
Generates a color using the selected specular lighting model calculation.
-
Generates a color using a specular lighting model with a Fresnel falloff calculation.
-
Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion.
-
Generates a splatter pattern and returns the splatter amount.
-
Computes either a Catmull-Rom (Cardinal) spline or a Linear spline between the specified key points, given an interpolant (u) in the domain of the spline.
-
Splits a string into tokens.
-
This procedural will render points as sprites.
-
Computes the square root of the argument.
-
Result 1 if the string starts with the specified string.
-
Returns the length of the string.
-
Converts an UTF8 string into a codepoint.
-
Strips leading and trailing whitespace from a string.
-
Generates repeating filtered stripes.
-
Creates, modifies, or de-structures an instance of a structured datatype.
-
Bundles input values into an instance of an ad-hoc struct.
-
Extracts one or more values from a struct by member name.
-
Contains other VOP operators.
-
Represents an input or an output (or both) of the parent VOP subnet.
-
Allows the connection of operators outside a subnet to operators inside the subnet.
-
Allows the connection of operators inside a subnet to operators outside the subnet.
-
Outputs the result of subtracting all its inputs.
-
Subtracts the specified constant value from the incoming integer, float, vector or vector4 value.
-
Generates a basic color with a choice of tinting with the point color and/or a color map.
-
Switches between network branches based on the value of an input.
-
Use a different bsdf for direct or indirect lighting.
-
Rearranges components of a vector.
-
Rearranges components of a vector2.
-
Rearranges components of a vector4.
-
Performs a tangent function.
-
Transform an input normal to UV/tangent space
-
Transform an input normal from UV/tangent to current space
-
Exports shader normals as a render plane.
-
Returns primitive number of an adjacent tetrahedron.
-
Returns vertex indices of each face of a tetrahedron.
-
Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.
-
Returns the value of a 3D image at a specified position within that image.
-
Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors.
-
Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
-
Generates staggered rectangular tiles.
-
Generates staggered hexagonal tiles.
-
Returns the frame range and rate of the given input.
-
Returns a string that is the titlecase version of the input string.
-
Returns a string that is the lower case version of the input string.
-
Transforms a position into normal device coordinates.
-
Converts cartesian coordinates to polar coordinates.
-
Returns a string that is the upper case version of the input string.
-
Uses the vex gather function to send a ray and return with the reflected or refracted colors.
-
Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.
-
Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.
-
Performs a variety of trigonometric functions.
-
Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.
-
Generates a two sided surface.
-
Takes an integer input.
-
Returns texture coordinates or geometric s and t, depending on what is defined.
-
Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input.
-
Computes UV co-ordinates projected along a single axis, derived from the position of an object, and generates a mask relative to the projection axis.
-
Assigns texture coordinates based on the specified projection type.
-
Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts.
-
Projects texture maps along X, Y, and Z axes and blends them together at the seams.
-
Presents a unified interface and uniform output range for all the noise types available in VEX.
-
Presents a unified interface and uniform output range for all the noise types available in VEX.
-
Provides outputs that represent all the global variables for the Force VOP network type.
-
Simple output variable for VOP Force Networks.
-
Converts between different vector types.
-
Unpacks a vector into its three components.
-
Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis.
-
Converts a vector to a vector4.
-
Converts rows values to a 3×3 matrix value.
-
Converts a vector to a vector2 and also returns the third component of the vector.
-
Unpacks a vector2 into its two components.
-
Converts a vector2 to a vector.
-
Converts a pair of vector2s into a vector4.
-
Converts rows values to a 2×2 matrix value.
-
Unpacks a vector4 into its four components.
-
Converts rows values to a 4×4 matrix value.
-
Converts a vector4 to a vector and also returns the fourth component of the vector4.
-
Converts a vector4 to a pair of vector2s..
-
Generates an anti-aliased vein pattern that can be used in any VEX context.
-
This procedural will generate a volume from a CVEX shader.
-
Exports a vis_ prefixed attribute.
-
Computes the opacity of a uniform volume given a density.
-
Calculates the gradient of a volume primitive stored in a disk file.
-
Gets the value of a voxel from a volume primitive stored in a disk file.
-
Calculates the position of a voxel in a volume primitive stored in a disk file.
-
Gets the vector value of a voxel from a volume primitive stored in a disk file.
-
A shading model for volume rendering.
-
Calculates the voxel closest to a voxel of a volume primitive stored in a disk file.
-
Gets the resolution of a volume primitive stored in a disk file.
-
Samples the value of a volume primitive stored in a disk file.
-
Samples the vector value of a volume primitive stored in a disk file.
-
Provides outputs that represent all the global variables for the Volume VOP network type.
-
Simple output variable for Volume VOP Networks.
-
Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering.
-
Computes the wave vector for a given index in a grid of specified size.
-
Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.
-
Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
-
Computes 1D, 3D, and 4D Worley noise, which is synonymous with "cell noise".
-
Finds closest position on a primitive in a given geometry file.
-
Performs a logical "xor" operation between its inputs.
-
Add a clip into an agent’s definition.
-
Returns the indices of a sorted version of an array.