Houdini 20.5 Nodes LOP nodes

Edit Material Properties

Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values.

On this page
Since 19.0

Overview

By itself, this nodes doesn’t do anything. You must add spare parameters corresponding to shader or material input attributes. Then when you edit the spare parameters, the node authors equivalent changes to the referenced attributes.

This is a streamlined version of a more generic Edit Properties LOP , but focuses on editing shader and material primitives.

How to

  1. In the Primitives field, set the path(s) to the shader or material primitive(s) you want to edit.

  2. Click Create Parameters.

    This populates the node with spare parameters taken from the shader or material primitive.

Specialize New Materials

  • In the Scene Graph Tree, RMB on a Material prim and choose Specialize New Material.

  • This creates an Edit Material Properties node, but configured to specialize new, derivative materials that are based on the ones selected in the Scene Graph Tree.

  • A spare parm Source Material Path is created, to clarify which parameter is the source for our new material. It is channel referenced to Primitives.

=== Override Class of Materials == (override_material_class)

  • In the Scene Graph Tree, RMB on a Material prim. From the submenu New Indirect Editor Nodes, select any of the available Inherit edits options.

  • This creates an Edit Materials Properties node configured with the available Material properties, but setup to apply the edits to the class prim. The overrides are then broadcast throughout the scene, to every material inheriting from that location.

Control pop-up menus

The pop-up menu to the left of each parameter controls how the node authors the attribute:

Pop-up menu item

Meaning

Set or Create

Sets the attribute to the given value, whether it previously existed or not.

Set If Exists

Only set the attribute to the given value if it previously existed.

Use this mode to make sure an attribute is only set on primitives of the correct type. For example, only UsdGeomSphere primitives are likely to have a radius attribute.

Block

Makes the attribute appear to not exist, so it takes on its default value. (If the attribute doesn’t already exist on the prim, this does nothing.)

Disconnect Input

Deletes the attribute input connection to its source. Input connections take precedence over attribute values, so disconnecting an input allows the attribute value to take effect.

Do Nothing

Ignore this parameter, don’t create or change the attribute in any way.

Tips

  • In any parameter setting an attribute value, you can use the following local variables:

    @numprim

    The total number of primitives being modified by this node.

    @prim

    Index of the primitive being modified. This value goes from 0 to 'numprim-1.

    @primpath

    The path of the primitive being modified.

  • If a Material has the customData houdini:dialogScript, this node will use that to create a better editing experience. Currently this can only be authored on Builder subnets inside the Material Library LOP.

This node belongs to a class of nodes that create or edit USD prims directly. These nodes operate in Create mode or Edit mode. This is controlled by a Create primitives checkbox or a Create/Edit popup menu. In create mode, the node creates new prims. In edit mode, the node changes the attributes on an existing prim. The Edit mode has two variations. Edit will not modify primitives which have a houdini:editable attribute set to false. Force edit will modify a primitive regardless of the existence or value of this attribute. This attribute can be set on a primitive using the Configure Primitives LOP.

Parameters that correspond to a USD attribute have a pop-up menu to the left that controls how the node authors the attribute.

In addition to that, any connectable USD attributes (i.e., the ones in the inputs: namespace) will have menu items that allow disconnecting them from their sources.

Pop-up menu item

Meaning

Set or Create

Sets the attribute to the given value, whether it previously existed or not.

Set If Exists

Only set the attribute to the given value if it previously existed.

Use this mode to make sure an attribute is only set on primitives of the correct type. For example, only UsdGeomSphere primitives are likely to have a radius attribute.

Block

Makes the attribute appear to not exist, so it takes on its default value. (If the attribute doesn’t already exist on the prim, this does nothing.)

Disconnect Input

Deletes the attribute input connection to its source. Input connections take precedence over attribute values, so disconnecting an input allows the attribute value to take effect.

Do Nothing

Ignore this parameter, don’t create or change the attribute in any way.

Parameters

Sampling Behavior

Cooking this node can generate many USD time samples, rather than just a single time sample at the current time. This can be equivalent to having a Cache LOP following this node, but it will evaluate much faster, and does not cache data from any other nodes. This allows animated data to be authored to USD without introducing a node time dependency which would then cause all following nodes to also be time dependent. This can vastly improve playback performance of some LOP Networks.

In all sampling modes, if a parameter on this node does not vary with time, and does not rely on other time sampled data from the stage, only a single default value will be generated in USD for the corresponding attribute. USD time samples are only generated for parameters that may vary over time.

Sample Current Frame

A single time sample will be generated for the current time.

Sample Frame Range If Input Is Not Time Dependent

If the input to this node is time dependent, this node behaves as if it is in Sample current frame mode. Otherwise it behaves as if it is in Sample frame range mode.

Sample Frame Range

The Start/End/Inc parameter is used to generate multiple times at which this node’s parameters are evaluated, and a USD time sample is created for each attribute at each one of these times.

Start/End/Inc

When the Sampling behavior is Sample frame range, this parameter controls the number and spacing of base time samples to be generated by this node. The default values of this parameter are @fstart, @fend, and @finc. These values correspond to the start, end, and step size of the global Houdini animation settings when interacting with Houdini. When using a ROP node to generate a range of frames, these values correspond to the start, end, and increment values specified on the ROP node being executed. This default ensures that a USD file written to disk will contain time samples for exactly the frame range requested by the ROP (regardless of the Houdini animation settings).

Subframe Sampling

For each primary sample generated by this node, these parameters can cause additional samples to be generated around that primary sample time. This is most often used to ensure that accurate data exists at exactly the camera shutter open and close times, as well as at the primary sample time.

Shutter

Controls the method used to specify the shutter open and close times relative to the primary sample times.

Specify Manually

The Shutter Open/Close parameter values provide exact offset values relative to the primary sample time.

Use Camera Prim

The Camera Prim parameter provides the scene graph path of a camera primitive from which the shutter open and close times are extracted to provide the offset values relative to the primary time sample.

Shutter Open/Close

When Shutter is set to Specify Manually, these two offset values are added to the primary sample time to indicate the shutter open and close times. The open time should be less than or equal to zero, and the close time should be greater than or equal to zero.

Camera Prim

When Shutter is set to Use Camera Prim, this is the scene graph path of a camera prim on the input node’s stage. The shutter open and close attribute values are read from this primitive.

Samples

The number of subframe samples to create for each primary sample. These samples are evenly distributed between the shutter open and close times. Note that such an even distribution may or may not create a sample at exactly the primary sample time.

Always Include Frame Sample

When turned on, forces a sample to be created at exactly the primary sample time. If the Samples value, together with the shutter open and close times, already place a sample at the primary sample time, turning on this option has no effect. Otherwise, this option causes an addition sample to be added. This means that the actual number of samples per primary sample may in fact be one more than the number specified in the Samples parameter.

Primitives

The primitive(s) the node should operate on. You can drag primitives from the scene graph tree pane into this textbox to add their paths, or click the Reselect button beside the text box to select the primitives in the viewer, or ⌃ Ctrl-click the Reselect button to choose prims from a pop-up tree window. You can also use primitive patterns for advanced matching, including matching all prims in a collection (using /path/to/prim.collection:‹name).

Note

This parameter needs to be exposed in order for the transform handles to be context-aware. Without it, the handles may not be positioned properly.

Class Prim Path

Adds an “inherits” composition arc to the edited primitive, to listen at this location for indirect edits. The location does not have to be populated, and it does not cause any primitives to be created.

Create Parameters

Creates spare parameters for editing the values of the input attributes of the material or a shader specified in the Primitives parameter.

Create Material Outputs

Creates spare parameters for editing the connections of the output attributes of the material or a shader specified in the Primitives parameter. They enable changing the terminal shaders of the material.

Initialize Parameters

Changes the state of all control menu parameters to Do Nothing, so that this node will not apply any changes. Also grabs the current values of each property from the first Primitives match, and sets the values of the corresponding parameters to match. This means that changing any parameter’s control menu to Set or Create mode will set the property to its current value, making it easier to apply changes to an existing value rather than setting a brand new value.

Reference Type

This node can edit properties on an existing material primitive or it can create a new on, reference it to an existing primitive, and edit properties on the newly created one. This is useful when the original material is bound to some geometry whose appearance you don’t want to change, but instead you want to base a new material on an existing one, then tweak it, and bind it to another geometry.

None

Don’t create any referencing primitives; edit the properties on an existing one.

Reference

Reference an existing primitive and edit properties on the newly created primitive.

Inherit

Create an “inherits” composition arc to an existing primitive and edit properties on the newly created primitive.

Specialize

Create an “specializes” composition arc to an existing primitive and edit properties on the newly created primitive.

Reference File

Reference an existing primitive in a file on disk and edit properties on the newly created primitive.

Create Class

Edit properties recognized by an existing “inherits” or “specializes” composition arc. The location will be created with an Over specifiers, apart from any Class specifiers set by Class Ancestor. No new composition arcs will be authored.

Class Ancestor

When the Reference type is Create Class, this parameter controls where the Class specifier primitives end and the Over primitives begin. Usually the primitive being modified is a descendant of the primitive where the actual inherit composition arc lives, and all primitives below that point should use the Over specifier, whereas primitives above this point should use Class.

Destination Primitive

Reference Parent Material

If the Primitives parameter specifies a shader primitive, turning this option on will ensure that the newly created primitive will reference its parent material instead of the shader itself..

Primitive Path

Scene graph path where the new referencing primitive will be created.

Parent Primitive Type

If the prim at Primitive Path doesn’t exist, this node will create it. If it has to create the prim, it will give any intermediate prims it has to create this type.

Make Instanceable

If the toggle is on, the newly created referencing primitive will be instanceable.

Bokeh

Circular bokeh, with rotation and anisotropy
Polygon bokeh with 5 sides
Butterfly texture map bokeh

Bokeh Shape

A choice for what shape the bokeh should be: Circular, Polygonal (see Number of sides), or Texture Map (see Bokeh texture map).

Bokeh Texture Map

When Bokeh shape is “Texture map”, this is the path to the texture to use. The texture should contain a bright bokeh shape on a black background.

(The shader samples the texture based on its intensity using importance_remap, shaping the bokeh to the bright parts of the texture).

Number of Sides

When Bokeh shape is “Polygonal”, this is the number of sides the bokeh shape has. This value must be greater than 3.

Bokeh Rotation

Rotate the bokeh shape by this number of degrees.

Anisotropy

This is a value from -1.0 to 1.0 which controls the aspect ratio of the bokeh shape. Set this to 0 to get square (equal height and width) shapes. Negative fractions make the bokeh shape narrower than it is tall. Positive fractions make the bokeh shape shorter than it is wide.

Anisotropy Texture Map

A texture map to control anisotropy (see the Anisotropy parameter above) for each pixel. In the texture image, black represents -1.0 and white represents 1.0.

Lens Distortion

Curvature
Chromatic Aberration
Cubic curvature of -0.2
Quadratic curvature of -0.625
Quadratic curvature of 0.8
Amount of Aberration: 0.05
Amount of Aberration: 0.15
Amount of Aberration: 0.3

Projection

Change the projection type of the lense.

Perspective creates a default view of the world in front of the camera. This type can capture the depth of different objects. Orthographic creates a view of the world in front of the camera. This type can`t capture the depth of the different objects. Polar creates a 3-dimensional panoramic view around the camera. You can use the result in a dome-shaped world, for example a sky. Cylindrical creates a 3-dimensional panoramic view similar to the Polar view. Here the shape, that is used to enclose the camera, is a cylinder instead of a sphere. Polar Stereographic projection is used if preserving the shape of small object on image plane is required. Polar Equidistant projection is used if preserving angular sizes of object on image plane is required. Polar Equisolid projection is used if preserving constant ration of solid angles in object and image spaces is required. Polar Orthographic projection is used if evenness of illumination through the entire image plane is required.

Type of Curvature

A type of curvature to distort the lens with: “None”, “Quadratic”, “Cubic”, or “Texture Map”.

Curvature Texture Map

When Curvature type is “Texture map”, this is a path to the texture map. Values in the texture image represent the unit “height” of the lens (distance from flat) at a given position across the face of the lens. Black represents -1.0 and white represents 1.0.

Lens Curvature

When Curvature type is not “None”, this is the amount of curvature to apply, from -1.0 to 1.0.

Chromatic Aberration

The amount of chromatic aberration to add to the lens.

This value plus one represents the index of refraction applied to blue light. The shader then linearly maps this value down to an index of refraction of 1.0 for red light. For example, a value of 0.2 means the index of refraction is 1.2 for blue light and 1.0 for red light, with a linear gradient in between.

For more control over the mapping use the Aberration ramp.

Aberration Ramp

This ramp controls the mapping of aberrations between blue and red light. The left edge of the ramp represents blue light and the right edge represents red light. The vertical axis represents the index of refraction and goes from 1.0 at the bottom to 1.0 + the value of Chromatic Aberration at the top.

Tint and Exposure

Tint color: 1,0,0.5
Tint Texture Map
Exposure: 1, Vignetting: 5

Tint

Adds a color tint to the output. You can use numbers greater than 1.0 to (unrealistically) brighten the image.

Tint Texture Map

Effectively multiplies this texture map over the output image.

Exposure

An exponential scale for the brightness of the image.

Intensity

A linear scale for the brightness of the image.

Vignetting

An amount to darken the image around the edges. Because this is physically based, it is relative to the camera’s field of view. Alternatively, you can use the Tint texture map to get full control over darkening parts of the image.

Tilt and Shift

Tilt X

The number of degrees to tilt the plane of focus by in the X direction (around the camera’s Y axis).

Tilt Y

The number of degrees to tilt the plane of focus by in the Y direction (around the camera’s X axis).

Shift X

The distance (in Houdini world units) to shift the lens in the X direction.

Shift Y

The distance (in Houdini world units) to shift the lens in the Y direction.

Focus Mapping

F-Stop Texture Map

The path to a texture map that specifies the f-stop value at each pixel. In the texture image, black represents F-stop near and white represents F-stop far.

F-Stop Near

The lower bound of the F-stop texture map.

F-Stop Far

The upper bound of the F-stop texture map.

Focus Texture Map

The path to a texture map that specifies the focus distance at each pixel. In the texture image, black represents Focus near and white represents Focus far.

Focus Near

The lower bound of the Focus Texture Map.

Focus Far

The upper bound of the Focus Texture Map.

OpenCV

Radial distortion and tangential distortion are the two major forms of distortion. Radial distortion is calculated as shown below:

x d i s t o r t e d = x ( 1 + k 1 r 2 + k 2 r 4 + k 3 r 6 ) y d i s t o r t e d = y ( 1 + k 1 r 2 + k 2 r 4 + k 3 r 6 )

Tangential distortion follows this rule:

x d i s t o r t e d = x + [ 2 p 1 x y + p 2 ( r 2 + 2 x 2 ) ] y d i s t o r t e d = y + [ p 1 ( r 2 + 2 y 2 ) + 2 p 2 x y ]

To describe the amount of distortion you need to find at least five distortion parameters k and p:

D i s t o r t i o n c o e f f i c i e n t s = ( k 1 k 2 p 1 p 2 k 3 )

There are also the intrinsic and extrinsic parameters of the camera. Intrinsic parameters are specific to a camera. They include information like focal length f and optical centers c. Both are used to create a camera matrix to remove distortion due to the lenses of a specific camera. The camera matrix is unique to a specific camera, so once calculated, it can be reused on other images taken by the same camera. It is expressed as a 3×3 matrix:

c a m e r a m a t r i x = [ f x 0 c x 0 f y c y 0 0 1 ]

Extrinsic parameters correspond to rotation and translation vectors.

Enable OpenCV Distortion

Turn this on to use an the OpenCV defined intrinsic camera parameters for lens distortion.

Refer to OpenCV documentation for more details on each of the constants in the intrinsic camera parameters.

k1

The k1 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Positive values will produce a barrel distortion, and negative values will produce a pincushion distortion.

k2

The k2 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Positive values will produce a barrel distortion, and negative values will produce a pincushion distortion.

k3

The k3 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Positive values will produce a barrel distortion, and negative values will produce a pincushion distortion.

k4

The k4 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Negative values will produce a barrel distortion, and positive values will produce a pincushion distortion.

k5

The k5 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Negative values will produce a barrel distortion, and positive values will produce a pincushion distortion.

k6

The k6 radial distortion constant in the intrinsic camera parameters defined by OpenCV.

Negative values will produce a barrel distortion, and positive values will produce a pincushion distortion.

p1

The p1 tangential distortion constant in the intrinsic camera parameters defined by OpenCV.

Positive values will give the effect that the top of the image plane is farther away than the bottom, and negative values will do the opposite.

p2

The p2 tangential distortion constant in the intrinsic camera parameters defined by OpenCV.

Positive values will give the effect that the right side of the image plane is farther away than the left side, and negative values will do the opposite.

Shutter

Rolling Shutter Direction

A choice for how to simulate rolling shutter: “None”, “Bottom First”, “Top First”, “Left First”, “Right First”, or “Custom” (see Time offset curve below).

Time Offset Ramp Rotation

When Rolling shutter is “Custom”, the direction of the shutter movement, in degrees. A value of 0 represents straight up (positive Y in camera space).

Time Offset Ramp

When Rolling shutter is “Custom”, this ramp to control the progression of the shutter across the image. See understanding time offset and scale above. The horizontal axis represents shutter time, the vertical axis represents shutter progress, where the bottom is the start position and the top is the end position. So, the default ramp (a line from bottom left to top right) represents a linear progression across the image.

Time Offset Texture Map

Path to a texture map file to control the time offset. See understanding time offset and scale above.

Time Scale

A base scale on the shutter time. Basically, this affects how blurry the image is, however see understanding time offset and scale above for more information. For rolling shutter effects time scale must be quite small, otherwise the rolling shutter will not be visible.

Time Scale Texture Map

Path to a texture map file to control the time offset. See understanding time offset and scale above.

Use Shutter Curve

Turn this on to get custom control over the amount of light allowed into the camera aperture across the shutter time.

Shutter Curve

When Use shutter ramp is on, the ramp represents the weighting of a time sample based on it’s position in the shutter period. In terms of a camera, this ramp represents how much light gets through to the sensor (vertical axis) at a given moment across the the shutter time (horizontal axis). The default distribution is uniform.

LOP nodes

  • Add Variant

    Adds one or more variants to a variant set on a primitive. This node creates the primitive if it doesn’t exist.

  • Additional Render Vars

    Create multiple render vars.

  • Asset Reference

    Reference, Transform, and select variants of a USD Asset.

  • Assign Material

    Assigns a material to one or more USD primitives. You can use also programmatically assign materials using VEX, programmatically override material settings for each assignment, and programmatically assign materials to geometry subsets.

  • Assign Prototypes

    Switch point instances or USD instanceable prims to instance a different prototype.

  • Attribute VOP

    Create/edit USD attribute values using a VOP network.

  • Attribute Wrangle

    Create/edit USD primitive attributes using a VEX snippet.

  • Auto Select LOD

    Automatically selects a level-of-detail variant based on the primitive’s distance from the camera.

  • Background Plate

    Sets up hold-out or matte objects that leave holes in the scene through which the background is visible. These prims still take shadows and contribute to reflections as if they were the background.

  • Bake Skinning

    Bakes animation driven by a UsdSkel into transforms and point positions.

  • Basis Curves

    Creates or edits a basis curves shape primitive.

  • Begin Context Options Block

    This node begins a block of LOP nodes, within which certain context options have certain values.

  • Blend

    Partially applies edits to a layer’s attributes based on a fractional weight.

  • Blend Constraint

    Blends transforms according to a list of weights specified as parameters.

  • Cache

    Caches the results of cooking the network at different times, increasing playback speed.

  • Camera

    Adds a USD camera to the scene.

  • Capsule

    Creates or edits a capsule (tube with hemispherical ends) shape primitive.

  • Collection

    Creates/edits collections using primitive patterns.

  • Component Geometry

    Geometry container or import source, in a network created by the Component Builder tool.

  • Component Geometry Variants

    Sets up geometry variants, in a network created by the Component Builder tool.

  • Component Material

    Assigns materials to geometry in a network created by the Component Builder tool.

  • Component Output

    Assembles the final Component prim, in a network created by the Component Builder tool.

  • Cone

    Creates or edits a cone shape primitive.

  • Configure Layer

    Edits metadata on a layer.

  • Configure Primitives

    Edits various metadata on one or more primitives.

  • Configure Properties

    Configures metadata on properties (relationships and attributes).

  • Configure Stage

    Configures metadata for how to load layers into the stage and asset resolution.

  • Coordinate System

    Define named coordinate systems used in shaders.

  • Copy Property

    Copy properties from one primitive to another, or renames properties on a primitive.

  • Create LOD

    Uses the PolyReduce SOP to automatically generate multiple levels of detail from a high-res model, and stores them as USD variants.

  • Cube

    Creates or edits a cube shape primitive.

  • Cylinder

    Creates or edits a cylinder shape primitive.

  • Distant Light

    Creates or edits a USD Distant Light, representing a far-off light source such as the sun. Adds some useful Karma-specific attributes.

  • Dome Light

    Creates or edits a USD Dome Light prim. A dome light emits light inward, simulating light coming from the sky/environment surrounding the scene.

  • Draw Mode

    Sets draw mode properties on USD model assets.

  • Drop

    Runs a simulation to drop primitives under gravity.

  • Duplicate

    Creates copies of a prim (and its descendants).

  • Edit

    Interactively transforms prims in the viewer. Can use physics collisions to position props realistically.

  • Edit Context Options

  • Edit Material

    Allows you to edit an existing USD material by modifying parameters and shader connections. This can be useful if the existing material is on a non-editable layer.

  • Edit Material Properties

    Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values.

  • Edit Properties

    Lets you build a spare parameter interface to directly edit attribute and relationship values.

  • Edit Properties From Node

    Lets you refer to the parameter on another node to directly edit attribute and relationship values.

  • Edit Prototypes

    Modify the prototypes of native or point instances in-place, without disturbing the instancing setup.

  • Edit Target Layer

    Allows you to apply edits directly in a lower layer, instead of overriding prims and attributes in the active layer.

  • Error

    Generates a message, warning, or error, which can show up on a parent asset.

  • Explore Variants

    Visualize, set, or extract variants on primitives.

  • Extract Instances

    Converts (heroes) an instance into a real editable prim.

  • Fetch

    Grabs the output of another LOP, potentially in another LOP network.

  • File Cache

    Caches (writes out once and then reads from) USD layers (possibly animated) to disk.

  • Follow Path Constraint

    Constrains a prim to follow a path curve.

  • For Each

    The end node of a For-Each loop block.

  • Geometry Clip Sequence

  • Geometry Color

    Adds display color and display opacity primvars to geometry.

  • Geometry Sequence

    Imports a sequence of geometry files into LOPs as animated geometry.

  • Geometry Subset VOP

    Creates USD geometry subsets within geometry prims (similar to groups in SOPs) based on evaluating a VEXpression or VOP network.

  • Graft Branches

    Takes prims/branches from the second input and attaches them onto branches of the scene graph tree in the first input.

  • Graft Stages

    Takes scene graph trees from other inputs and attaches them onto branches of the scene graph tree in the first input.

  • HDA Dynamic Payload

    Cooks a OBJ or SOP asset on disk and imports the animated geometry output as a USD payload.

  • Hermite Curves

    Creates or edits a hermite curves shape primitive.

  • Houdini Feather Procedural

    Generates feathers for rendering.

  • Houdini Preview Procedurals

    Invokes Houdini Procedurals while working interactively.

  • Houdini Procedural: Crowd

    Houdini Crowd Procedural for Solaris.

  • Houdini Procedural: Hair

    Houdini Hair Procedural for Solaris.

  • Houdini Procedural: Ocean

    Houdini Ocean Procedural for Solaris.

  • Houdini Procedural: RBD

    Houdini RBD Procedural for Solaris.

  • Inline USD

    Parses usda code representing a layer and adds it to the layer stack.

  • Insertion Point

    Represents a point in the node graph where nodes can be inserted.

  • Instancer

    Instances or copies primitives onto points.

  • Isolate Scene

    Work in masked areas of the stage.

  • Karma

    Renders the USD scene using Houdini’s Karma renderer.

  • Karma Cryptomatte

    Setup Cryptomatte AOVs for Karma.

  • Karma Fog Box

    Creates a constant volume within a box.

  • Karma Physical Sky

    Creates a Karma Sky Dome and Sun Light rig.

  • Karma Render Products

    Create multiple render products sharing common settings.

  • Karma Render Properties

    Configure Render Properties for Karma.

  • Karma Sky Atmosphere

    Creates or edits a Karma Sky Atmosphere.

  • Karma Sky Dome Light

    Creates or edits a Karma Sky Dome Light.

  • Karma Standard Render Vars

    Create standard karma render vars (AOVs/Image Planes).

  • LPE Tag

    Manage Lights' LPE Tags.

  • Labs Karma AOVs for RenderMan Denoiser

    Generates AOVs for the Pixar RenderMan denoiser.

  • Layer Break

    Starts a new active sublayer that subsequent nodes will edit, and indicates all previous layers will be discarded when saving to disk.

  • Layer Replace

    Replaces all uses of a certain layer with a substitute layer from its second input.

  • Layout

    Provides tools for populating a scene with instanced USD assets. You can place individual components, paint/scatter components in different ways using customizable brushes, and edit existing instances.

  • Light

    Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes.

  • Light Filter Library

    Authors USD light filter primitives from VOP nodes.

  • Light Linker

    Creates USD light link properties based on rules.

  • Light Mixer

    Lets you interactively edit USD properties for multiple lights.

  • Load Layer for Editing

  • Loft Payload Info

    Adds basic information from inside a payload to the primitive that loads the payload.

  • Look At Constraint

    Constrains a prim to always point toward a target.

  • Mask from Bounds

    Sets a primvar based on whether/by how much selected prims are inside a bounding shape.

  • Match Size

    Resizes and recenters the input geometry to match a reference bounding box.

  • Material Library

    Authors USD material primitives from shader VOP nodes.

  • Material Linker

    Creates material assignments based on rules.

  • Material Variation

    Creates attributes/primvars to override material parameters per-prim/instance.

  • Merge LOP

    Merges the layers from incoming stages into a unified layer stack.

  • Merge Point Instancers

    Merges point instancers into a single consolidated point instancer.

  • Mesh

    Creates or edits a mesh shape primitive.

  • Modify Paths

    Modify asset path attribute values.

  • Modify Point Instances

    Modifies point transforms and property values for individual point instances.

  • Motion Blur

    Adds time samples to allow motion blur when rendering.

  • Null

    This node does nothing. It can be useful to insert a Null into a network as a fixed point in the network that you can refer to by name in expressions/scripts.

  • Output

    Represents the output of a subnetwork. Allows you to design a node asset with multiple outputs.

  • Parent Constraint

    Makes a primitive appear to inherit the transform hierarchy of another prim somewhere else in the tree.

  • Points

    Creates or edits a Points shape primitive.

  • Points Constraint

    Position and Orient primitives using point positions from a geometry.

  • Primitive

    Bulk-creates one or more attributes of a certain type.

  • Prune

    Hides or deactivates primitives and point instances.

  • Python Script

    Lets you write Python code in the node to use the USD API to directly manipulate the stage.

  • RBD Destruction

    An example for a fracturing simulation in USD, also useful as a canned effect.

  • Reference

    References the contents of a external USD files and/or layers created by other LOP nodes into a branch of the existing scene graph tree. Can also remove or replace existing references.

  • Render Geometry Settings

    Applies renderer-specific geometry settings to geometry in the scene graph.

  • Render Product

    Creates or edits a UsdRenderProduct prim, which represents an output of a renderer (such as a rendered image file or other file-like artifact produced by a renderer), with attributes configuring how to generate the product.

  • Render Settings

    Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene.

  • Render Var

    Specifies a custom variable computed by the renderer and/or shaders, either a shader output or a light path expression (LPE).

  • Resample Transforms

    Generates interpolated transform time samples from existing time samples on USD prims.

  • Restructure Scene Graph

    This node has various operations for editing prim paths, variant sets, and composition arcs.

  • Retime Instances

    Offsets and/or scales the timing of animation on selected instances.

  • SOP Character Import

    Imports a character or animation from a SOP network into the USD scene graph.

  • SOP Create

    Lets you create geometry in a SOP subnetwork inside this node, so you can create geometry in-place in the LOP network instead of needing a separate SOP network.

  • SOP Crowd Import

    Imports a crowd from a SOP network into the USD scene graph.

  • SOP Import

    Imports geometry from a SOP network into the USD scene graph.

  • SOP Modify

    Converts USD geometry into SOP geometry, runs the SOP subnet inside this node on the geometry, and converts the changes back to USD overrides.

  • Scene Doctor

    Validates primitives on a USD stage.

  • Scene Import

    Imports models, materials, and lights from the Object level into the LOP network.

  • Scope

    Creates a scope primitive. Scope is the simplest form of grouping, and does not have a transform. Scopes can be useful for organizing the scene tree.

  • Set Extents

    Sets the bounding box metadata of selected primitives.

  • Set Variant

    Selects (switches to) one of the variants stored in a variant set on a primitive.

  • Simulation Proxy

    Generates low-poly collison geometry suitable for physical simulation and creates a proxy relationship to the original model.

  • Sphere

    Creates or edits a sphere shape primitive.

  • Split Point Instancers

    Splits a point instancer into two or more instances, which divide up the original instances.

  • Split Primitive

    Splits USD geometry prims into child primitives based on geometry subsets or primvar values.

  • Split Scene

    This node splits a scene graph into two disjoint sets of primitives.

  • Stage Manager

    Provides a convenient interface to reference in many files at once and place them in the scene graph tree.

  • Store Parameter Values

    Lets you store temporary (unsaved) data in the stage.

  • Sublayer

    Imports from USD files or other LOP node chains into as sublayers, or removes/replaces/reorders existing sublayers.

  • Subnet

    Encapsulates a LOP subnetwork, allowing you to organize and hide parts of the network.

  • Surface Constraint

    Constrain a prim to stick to a surface.

  • Switch

    Passes through one of several inputs, based on a parameter choice or expression.

  • TimeShift

    Outputs the stage as it is at a different point in the timeline.

  • Transform

    Edits the transforms of selected USD primitives.

  • Transform UV

    Moves, rotates, and scales texture coordinates on USD primitives.

  • USD ROP

  • USD Render ROP

  • Unassign Material

    Unbinds a material from one or more USD primitives.

  • Value Clip

  • Vary Material Assignment

    Assign different materials across a number of prims to create variation.

  • Volume

    References volume data on disk into a volume prim containing field prims.

  • Xform

    Creates or edits an Xform prim. Xform (and its sub-classes) represents a transform in the scene tree.