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Acoustic
Design audio filters and sound materials for the spatial audio
system.
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Agent
Imports an animation clip from an agent primitive.
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Area
Calculates the area under a channel’s graph, which is the same as calculating the integral of a channel, or integrating the channel.
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Attribute
Adds, removes or updates attributes of the input chop.
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Audio In
Receives audio input from the analog audio ports or the digital
port.
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Band EQ
A 14-band equalizer which filters audio input channels in the same way that a conventional band equalizer uses a bank of sliders to filter fixed-frequency bands of sound.
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Beat
Manually tap the beat of a piece of music, and automatically
generate a repeating ramp or pulse that continues to
keep time with the music after the taps stop.
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Blend
Combines two or more chops in input 2, 3 and so on, by using a set of
blending channels in input 1.
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BlendPose
Performs multi-dimensional, example-based interpolation of channels.
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Channel
Creates channels from the value of its parameters.
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Channel VOP
Contains a VOP network that can manipulate channel data.
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Channel Wrangle
Runs a VEX snippet to modify channel data.
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Composite
Layers (blends) the channels of one CHOP on the channels of another CHOP.
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Constant
Create up to forty new channels.
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Constraint Blend
Combines two or more CHOP inputs using a list of weights specified as parameters.
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Constraint Get Local Space
Returns an Object Local Transform.
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Constraint Get Parent Space
Returns an Object Parent Transform.
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Constraint Get World Space
Returns an Object World Transform.
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Constraint Lookat
Constrains rotation so it always points toward a target position.
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Constraint Object
Compares two objects and returns information on their relative positions and orientations.
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Constraint Object Offset
Compares two objects and returns information on their relative positions and orientations.
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Constraint Object Pretransform
Returns an Object Pretransform.
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Constraint Offset
Applies an transformation offset after evaluating a constraint.
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Constraint Parent
Reparent an object.
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Constraint Path
Position an object on a path and orient it to the path’s direction.
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Constraint Points
Position and Orient an object using point positions from a geometry.
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Constraint Sequence
Combines multiple chops by blending the inputs in sequence.
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Constraint Simple Blend
Combines two chops by using a single weight specified as a parameter.
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Constraint Surface
Position and Orient an object using the surface of a geometry.
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Constraint Transform
Takes translate, rotate, and/or scale channels and transforms them.
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Copy
Produces multiple copies of the second input along the timeline of the first input.
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Count
Counts the number of times a channel crosses a trigger or release
threshold.
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Cycle
Creates cycles.
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Delay
Delays the input, and can be run in normal or time-sliced mode.
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Delete
Removes channels coming from its input.
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Device Transform
Turns data from device inputs into transform data
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Dynamic Warp
Time-warps the node’s first input (source clip) using its second input (reference clip) as a reference.
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Dynamics
Extracts any information from a DOP simulation that is accessible
through the dopfield expression function.
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Envelope
Outputs the maximum amplitude in the vicinity of each sample of the input.
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Euler Rotation Filter
Fixes discontinuity of rotation data after cracking matrices
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Export
A convenient tool for exporting channels.
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Export Constraints
Export Constraints Network on any object
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Export Transforms
Export Transforms to Constraints Network of many objects
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Expression
Modify input channels by using expressions.
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Extend
Only sets the extend conditions of a chop, which determines what
values you get when sampling the CHOP before or after its
interval.
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Extract Bone Transforms
(Deprecated) Extracts the current world or local space bone transforms from a geometry object.
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Extract Locomotion
Extracts locomotion from an animation clip.
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Extract Pose-Drivers
(Deprecated) Creates channels from the specified derived transforms, node parameters and CHOP channels for pose-space deformation.
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FBX
Reads in channel data from an FBX file.
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Fan
Used for controlling other CHOPs.
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Feedback
Get the state of a chop as it was one frame or time slice ago.
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Fetch Channels
Imports channels from other CHOPs.
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Fetch Parameters
Imports channels from other OPs.
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File
Reads in channel and audio files for use by chops.
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Filter
Smooths or sharpens the input channels.
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Foot Plant
Computes when position channels are stationary.
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Foreach
Divides the input channels into groups, cooking the contained network for each group.
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Function
Provides more complicated math functions than found in the Math CHOP such as trigonometic functions, logarithmic functions, and exponential functions.
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Gamepad
Turns input values for the gamepad or joystick device into channel outputs.
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Geometry
Uses a geometry object to choose a sop from which the channels will be created.
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Gesture
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Handle
The engine which drives Inverse Kinematic solutions using the
Handle object.
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Hold
Sample and hold the value of the first input.
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IKSolver
Solves inverse kinematics rotations for bone chains.
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Identity
Returns an identity transform.
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Image
Converts rows and/or columns of pixels in an image to CHOP
channels.
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Interpolate
Treats its multiple-inputs as keyframes and interpolates between them.
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InverseKin
Generates channels for bone objects based on a bone chain and an end
affector.
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Invert
Returns an invert transform of the input.
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Jiggle
Creates a jiggling effect in the translate channels passed in.
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Keyboard
Turns key presses into channel output.
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Lag
Adds lag and overshoot to channels.
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Layer
Mix weighted layers of keyframed animation from multiple Channel CHOPs to a base Channel CHOP.
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Limit
Provides a variety of functions to limit and quantize the input channels.
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Logic
Converts channels of all its input chops into binary channels and combines them using a variety of logic operations.
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Lookup
Uses a channel in the first input to index into a lookup table in the second input, and output values from the lookup table.
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MIDI In
The MIDI In CHOP reads Note events, Controller events, Program Change
events, and Timing events from both midi devices and files.
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MIDI Out
The MIDI Out CHOP sends MIDI events to any available MIDI
devices.
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Math
Perform a variety of arithmetic operations on and between channels.
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Merge
Takes multiple inputs and merges them into the output.
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Mouse
Outputs X and Y screen values for the mouse device.
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Mouse 3D
Turns input values for the Connexion space mouse into channel outputs.
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Multiply
Post multiplies all the input transformations.
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Network
Similar to the Pipe In/Out CHOPs in Network mode.
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Noise
Makes an irregular wave that never repeats, with values approximately in the range -1 to +1.
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Null
Used as a place-holder and does not have a function of its own.
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Object
Compares two objects and returns information on their relative
positions and orientations.
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ObjectChain
Creates channels representing the transforms for a chain of objects.
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Oscillator
Generates sounds in two ways.
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Output
Marks the output of a sub-network.
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Parametric EQ
Filters an audio clip, and then applies other audio effects.
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Particle
Produces translate and rotate channels to move Objects according to
the positions of particles in a POP Network.
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Pass Filter
Filters audio input using one of four different filter types.
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Phoneme
Translates english text into a series of phonetic values.
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Pipe In
Pipes data from custom devices into a CHOP, without needing the Houdini Developers' Kit or knowledge of Houdini internals.
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Pipe Out
Transmit data out of Houdini to other processes.
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Pitch
Attempts to extract the fundamental pitch of a musical tone from the input audio.
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Pose
Store a transform pose for later use by evaluating the input.
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Pose Difference
Computes the difference between two poses.
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Pretransform
Takes translate, rotate, and/or scale channels and transforms them
using the pretransform of the given object.
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Pulse
Generates pulses at regular intervals of one channel.
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ROP Channel Output
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Record
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Rename
Renames channels.
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Reorder
Reorders the first input CHOP’s channels by numeric or alphabetic
patterns.
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Resample
Resamples an input’s channels to a new rate and/or start/end
interval.
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Sequence
Takes all its inputs and appends one chop after another.
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Shift
This time-shifts a CHOP, changing the start and end of the CHOP’s interval.
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Shuffle
Reorganizes a list of channels.
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Slope
Calculates the slope (or derivative) of the input channels.
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Spatial Audio
The rendering engine for producing 3D audio.
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Spectrum
Calculates the frequency spectrum of the input channels, or a portion
of the channels.
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Spline
Edit the channel data by using direct manipulation of cubic or Bezier
handles in the graph of the CHOP.
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Spring
Creates vibrations influenced by the input channels, as if a mass was attached to a spring.
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Stash
Caches the input motion in the node on command, and then uses it as the node’s output.
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Stash Pose
(Deprecated) Stashes the bone transforms and pose-drivers for use by the Pose-Space Deform SOP and Pose-Space Edit SOP nodes.
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Stretch
Preserves the shape of channels and the sampling rate, but resamples the channels into a new interval.
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Subnetwork
Allows for the simplification of complex networks by collapsing
several CHOPs into one.
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Switch
Control the flow of channels through a CHOPnet.
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Time Range
This converts an input node in Current Frame mode to a Time Range mode by re-cooking it multiple times.
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Time Shift
This time-shifts a CHOP, re-cooking the node using different time.
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Transform
Takes translate, rotate, and/or scale channels and transforms them.
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Transform VOP CVEX
Contains a VOP network that can manipulate transform data.
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TransformChain
Combines a chain of translate, rotate, and/or scale channels.
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Trigger
Adds an audio-style attack/decay/sustain/release (ADSR) envelope to all trigger points in the input channels.
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Trim
Shortens or lengthens the input’s channels.
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VEX Waveform
This function is a sub-set of the waveform CHOP.
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Vector
Performs vector operations on a set or sets of channels.
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Voice Split
The Voice Split CHOP takes an audio track and separates words out
into different channels.
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Voice Sync
The Voice Sync CHOP detects phonemes in an audio channel given some
audio phoneme samples and pro…
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Warp
Time-warps the channels of the first input (the Pre-Warp Channels)
using one warping channel in the second input.
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Wave
Creates a waveform that is repeated.