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Add Variant
Adds one or more variants to a variant set on a primitive. This node creates the primitive if it doesn’t exist.
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Additional Render Vars
Create multiple render vars.
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Asset Reference
Reference, Transform, and select variants of a USD Asset.
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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.
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Assign Prototypes
Switch point instances or USD instanceable prims to instance a different prototype.
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Attribute VOP
Create/edit USD attribute values using a VOP network.
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Attribute Wrangle
Create/edit USD primitive attributes using a VEX snippet.
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Auto Select LOD
Automatically selects a level-of-detail variant based on the primitive’s distance from the camera.
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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.
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Bake Skinning
Bakes animation driven by a UsdSkel into transforms and point positions.
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Basis Curves
Creates or edits a basis curves shape primitive.
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Begin Context Options Block
This node begins a block of LOP nodes, within which certain context options have certain values.
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Blend
Partially applies edits to a layer’s attributes based on a fractional weight.
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Blend Constraint
Blends transforms according to a list of weights specified as parameters.
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Cache
Caches the results of cooking the network at different times, increasing playback speed.
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Camera
Adds a USD camera to the scene.
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Capsule
Creates or edits a capsule (tube with hemispherical ends) shape primitive.
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Collection
Creates/edits collections using primitive patterns.
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Component Geometry
Geometry container or import source, in a network created by the Component Builder tool.
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Component Geometry Variants
Sets up geometry variants, in a network created by the Component Builder tool.
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Component Material
Assigns materials to geometry in a network created by the Component Builder tool.
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Component Output
Assembles the final Component prim, in a network created by the Component Builder tool.
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Cone
Creates or edits a cone shape primitive.
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Configure Layer
Edits metadata on a layer.
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Configure Primitives
Edits various metadata on one or more primitives.
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Configure Properties
Configures metadata on properties (relationships and attributes).
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Configure Stage
Configures metadata for how to load layers into the stage and asset resolution.
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Coordinate System
Define named coordinate systems used in shaders.
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Copy Property
Copy properties from one primitive to another, or renames properties on a primitive.
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Create LOD
Uses the PolyReduce SOP to automatically generate multiple levels of detail from a high-res model, and stores them as USD variants.
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Cube
Creates or edits a cube shape primitive.
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Cylinder
Creates or edits a cylinder shape primitive.
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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.
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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.
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Draw Mode
Sets draw mode properties on USD model assets.
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Drop
Runs a simulation to drop primitives under gravity.
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Duplicate
Creates copies of a prim (and its descendants).
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Edit
Interactively transforms prims in the viewer. Can use physics collisions to position props realistically.
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Edit Context Options
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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.
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Edit Material Properties
Lets you build a spare parameter interface that reflects material or shader input attributes to directly edit their values.
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Edit Properties
Lets you build a spare parameter interface to directly edit attribute and relationship values.
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Edit Properties From Node
Lets you refer to the parameter on another node to directly edit attribute and relationship values.
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Edit Prototypes
Modify the prototypes of native or point instances in-place, without disturbing the instancing setup.
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Edit Target Layer
Allows you to apply edits directly in a lower layer, instead of overriding prims and attributes in the active layer.
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Error
Generates a message, warning, or error, which can show up on a parent asset.
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Explore Variants
Visualize, set, or extract variants on primitives.
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Extract Instances
Converts (heroes) an instance into a real editable prim.
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Fetch
Grabs the output of another LOP, potentially in another LOP network.
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File Cache
Caches (writes out once and then reads from) USD layers (possibly animated) to disk.
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Follow Path Constraint
Constrains a prim to follow a path curve.
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For Each
The end node of a For-Each loop block.
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Geometry Clip Sequence
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Geometry Color
Adds display color and display opacity primvars to geometry.
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Geometry Sequence
Imports a sequence of geometry files into LOPs as animated geometry.
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Geometry Subset VOP
Creates USD geometry subsets within geometry prims (similar to groups in SOPs) based on evaluating a VEXpression or VOP network.
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Graft Branches
Takes prims/branches from the second input and attaches them onto branches of the scene graph tree in the first input.
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Graft Stages
Takes scene graph trees from other inputs and attaches them onto branches of the scene graph tree in the first input.
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HDA Dynamic Payload
Cooks a OBJ or SOP asset on disk and imports the animated geometry output as a USD payload.
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Hermite Curves
Creates or edits a hermite curves shape primitive.
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Houdini Feather Procedural
Generates feathers for rendering.
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Houdini Preview Procedurals
Invokes Houdini Procedurals while working interactively.
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Houdini Procedural: Crowd
Houdini Crowd Procedural for Solaris.
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Houdini Procedural: Hair
Houdini Hair Procedural for Solaris.
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Houdini Procedural: Ocean
Houdini Ocean Procedural for Solaris.
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Houdini Procedural: RBD
Houdini RBD Procedural for Solaris.
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Inline USD
Parses usda code representing a layer and adds it to the layer stack.
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Insertion Point
Represents a point in the node graph where nodes can be inserted.
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Instancer
Instances or copies primitives onto points.
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Isolate Scene
Work in masked areas of the stage.
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Karma
Renders the USD scene using Houdini’s Karma renderer.
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Karma Cryptomatte
Setup Cryptomatte AOVs for Karma.
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Karma Fog Box
Creates a constant volume within a box.
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Karma Physical Sky
Creates a Karma Sky Dome and Sun Light rig.
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Karma Render Products
Create multiple render products sharing common settings.
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Karma Render Properties
Configure Render Properties for Karma.
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Karma Sky Atmosphere
Creates or edits a Karma Sky Atmosphere.
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Karma Sky Dome Light
Creates or edits a Karma Sky Dome Light.
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Karma Standard Render Vars
Create standard karma render vars (AOVs/Image Planes).
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LPE Tag
Manage Lights' LPE Tags.
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Labs Karma AOVs for RenderMan Denoiser
Generates AOVs for the Pixar RenderMan denoiser.
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Layer Break
Starts a new active sublayer that subsequent nodes will edit, and indicates all previous layers will be discarded when saving to disk.
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Layer Replace
Replaces all uses of a certain layer with a substitute layer from its second input.
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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.
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Light
Creates or edits a USD Light prim. This node also adds some useful Karma-specific attributes.
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Light Filter Library
Authors USD light filter primitives from VOP nodes.
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Light Linker
Creates USD light link properties based on rules.
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Light Mixer
Lets you interactively edit USD properties for multiple lights.
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Load Layer for Editing
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Loft Payload Info
Adds basic information from inside a payload to the primitive that loads the payload.
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Look At Constraint
Constrains a prim to always point toward a target.
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Mask from Bounds
Sets a primvar based on whether/by how much selected prims are inside a bounding shape.
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Match Size
Resizes and recenters the input geometry to match a reference bounding box.
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Material Library
Authors USD material primitives from shader VOP nodes.
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Material Linker
Creates material assignments based on rules.
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Material Variation
Creates attributes/primvars to override material parameters per-prim/instance.
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Merge LOP
Merges the layers from incoming stages into a unified layer stack.
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Merge Point Instancers
Merges point instancers into a single consolidated point instancer.
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Mesh
Creates or edits a mesh shape primitive.
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Modify Paths
Modify asset path attribute values.
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Modify Point Instances
Modifies point transforms and property values for individual point instances.
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Motion Blur
Adds time samples to allow motion blur when rendering.
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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.
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Output
Represents the output of a subnetwork. Allows you to design a node asset with multiple outputs.
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Parent Constraint
Makes a primitive appear to inherit the transform hierarchy of another prim somewhere else in the tree.
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Points
Creates or edits a Points shape primitive.
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Points Constraint
Position and Orient primitives using point positions from a geometry.
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Primitive
Bulk-creates one or more attributes of a certain type.
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Prune
Hides or deactivates primitives and point instances.
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Python Script
Lets you write Python code in the node to use the USD API to directly manipulate the stage.
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RBD Destruction
An example for a fracturing simulation in USD, also useful as a canned effect.
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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.
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Render Geometry Settings
Applies renderer-specific geometry settings to geometry in the scene graph.
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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.
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Render Settings
Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene.
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Render Var
Specifies a custom variable computed by the renderer and/or shaders, either a shader output or a light path expression (LPE).
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Resample Transforms
Generates interpolated transform time samples from existing time samples on USD prims.
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Restructure Scene Graph
This node has various operations for editing prim paths, variant sets, and composition arcs.
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Retime Instances
Offsets and/or scales the timing of animation on selected instances.
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SOP Character Import
Imports a character or animation from a SOP network into the USD scene graph.
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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.
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SOP Crowd Import
Imports a crowd from a SOP network into the USD scene graph.
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SOP Import
Imports geometry from a SOP network into the USD scene graph.
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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.
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Scene Doctor
Validates primitives on a USD stage.
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Scene Import
Imports models, materials, and lights from the Object level into the LOP network.
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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.
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Set Extents
Sets the bounding box metadata of selected primitives.
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Set Variant
Selects (switches to) one of the variants stored in a variant set on a primitive.
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Simulation Proxy
Generates low-poly collison geometry suitable for physical simulation and creates a proxy relationship to the original model.
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Sphere
Creates or edits a sphere shape primitive.
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Split Point Instancers
Splits a point instancer into two or more instances, which divide up the original instances.
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Split Primitive
Splits USD geometry prims into child primitives based on geometry subsets or primvar values.
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Split Scene
This node splits a scene graph into two disjoint sets of primitives.
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Stage Manager
Provides a convenient interface to reference in many files at once and place them in the scene graph tree.
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Store Parameter Values
Lets you store temporary (unsaved) data in the stage.
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Sublayer
Imports from USD files or other LOP node chains into as sublayers, or removes/replaces/reorders existing sublayers.
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Subnet
Encapsulates a LOP subnetwork, allowing you to organize and hide parts of the network.
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Surface Constraint
Constrain a prim to stick to a surface.
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Switch
Passes through one of several inputs, based on a parameter choice or expression.
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TimeShift
Outputs the stage as it is at a different point in the timeline.
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Transform
Edits the transforms of selected USD primitives.
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Transform UV
Moves, rotates, and scales texture coordinates on USD primitives.
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USD ROP
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USD Render ROP
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Unassign Material
Unbinds a material from one or more USD primitives.
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Value Clip
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Vary Material Assignment
Assign different materials across a number of prims to create variation.
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Volume
References volume data on disk into a volume prim containing field prims.
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Xform
Creates or edits an Xform prim. Xform (and its sub-classes) represents a transform in the scene tree.