Houdini 20.5 Nodes LOP nodes

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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Since 18.0

Overview

  • A RenderProduct combines one or more RenderVars into a file (or interactive buffer).

  • A render product prim (UsdRenderProduct) is referenced by a render settings prim (UsdRenderSettings). The render settings prim holds the general configuration for rendering the scene. The render product prim may override any of the attributes on the settings prim for this particular product.

  • Specific renderers may support additional settings, such as a way to configure compression settings, file type metadata, and so on. These settings would be encoded in attributes following a renderer-specific Schema API.

  • Render product prims must be somewhere under /Render in the scene graph tree.

Creating vs. editing prims

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.

Action

Whether this node should create new prims, or edit existing prims. In addition, the Force Edit option can be chosen to cause this node to ignore the houdini:editable attribute on prims, and always edit the specified attributes. This is in contrast to the Edit mode which will trigger a warning and not set attributes on prims with the houdini:editable attribute set to false.

Primitive Path

In create mode, this lets you control where in the scene graph to create the prim(s).

The default is usually /$OS. This creates a primitive at the root level with the same name as the node (for example, /tube1). This is a useful default for preventing naming conflicts, but terrible for organization. You should try to remember to change the Primitive path to a better value when you create prims.

For example, instead of naming models after the node that created them, you might want to name them after the geometry inside, and organize them under a /Models branch.

The “Create primitives” section contains basic controls for how to create the new prim(s).

Primitives

In edit mode, the node has a Primitive pattern parameter. This lets you specify the prim(s) the node should operate on. You can click the select button beside the text box to select the primitives from the scene graph tree. You can also use primitive patterns for advanced matching, including matching all prims in a collection.

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.

Create Primitives

This section only appears when the node is creating primitives.

For example:

  • If you want to create a new cube primitive at /world/objects/cube1 on an empty stage: Set Primitive Specifier to “Define”, and the Parent Primitive Type to “Xform”.

  • If you want to override the radius of a sphere at /world/objects/sphere1: Set Primitive Specifier to “Over”, and the Parent Primitive Type to None. This makes sure the primitive types of any existing ancestor prims are not be modified by this node.

Primitive Count

The number of primitives to create.

Primitive Kind

Set all created prims to have this kind.

Primitive Specifier

The USD operator to use when creating the new prims.

Define

Authors a completely new prim. Use this if you want to create a brand new prim or replace an existing prim.

Over

Authors an override of an existing prim. Attributes not explicitly authored on this prim will get their values from the existing prim on the lower layer.

Class

Define a primitive class. This is usually not necessary unless you are doing deep USD magic.

Class Ancestor

If the Specifier is Define or Over, this parameter will cause some ancestor primitives to be authored with a specifier of Class. This makes it easy to create an Over or Define within a Class without having to use two separate nodes. When the Specifier is Class, this parameter is disabled because the entire primitive hierarchy is already authored as Class primitives.

Parent Primitive Type

If any parents of a path in Primitive paths do not exist, this node will automatically create them. In this case, it will create parent nodes of this type.

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.

Action

Whether this node should create new prims, or edit existing prims. In addition, the Force Edit option can be chosen to cause this node to ignore the houdini:editable attribute on prims, and always edit the specified attributes. This is in contrast to the Edit mode which will trigger a warning and not set attributes on prims with the houdini:editable attribute set to false.

Primitive Path

In create mode, this lets you control where in the scene graph to create the prim(s).

The default is usually /$OS. This creates a primitive at the root level with the same name as the node (for example, /tube1). This is a useful default for preventing naming conflicts, but terrible for organization. You should try to remember to change the Primitive path to a better value when you create prims.

For example, instead of naming models after the node that created them, you might want to name them after the geometry inside, and organize them under a /Models branch.

The “Create primitives” section contains basic controls for how to create the new prim(s).

Primitives

In edit mode, the node has a Primitive pattern parameter. This lets you specify the prim(s) the node should operate on. You can click the select button beside the text box to select the primitives from the scene graph tree. You can also use primitive patterns for advanced matching, including matching all prims in a collection.

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.

Create Primitives

This section only appears when the node is creating primitives.

For example:

  • If you want to create a new cube primitive at /world/objects/cube1 on an empty stage: Set Primitive Specifier to “Define”, and the Parent Primitive Type to “Xform”.

  • If you want to override the radius of a sphere at /world/objects/sphere1: Set Primitive Specifier to “Over”, and the Parent Primitive Type to None. This makes sure the primitive types of any existing ancestor prims are not be modified by this node.

Primitive Count

The number of primitives to create.

Primitive Kind

Set all created prims to have this kind.

Primitive Specifier

The USD operator to use when creating the new prims.

Define

Authors a completely new prim. Use this if you want to create a brand new prim or replace an existing prim.

Over

Authors an override of an existing prim. Attributes not explicitly authored on this prim will get their values from the existing prim on the lower layer.

Class

Define a primitive class. This is usually not necessary unless you are doing deep USD magic.

Class Ancestor

If the Specifier is Define or Over, this parameter will cause some ancestor primitives to be authored with a specifier of Class. This makes it easy to create an Over or Define within a Class without having to use two separate nodes. When the Specifier is Class, this parameter is disabled because the entire primitive hierarchy is already authored as Class primitives.

Parent Primitive Type

If any parents of a path in Primitive paths do not exist, this node will automatically create them. In this case, it will create parent nodes of this type.

Standard

Ordered Render Vars

Specifies the RenderVars that should be consumed and combined into the final product. If ordering is relevant to the output driver, then the ordering of targets in this relationship provides the order to use. However, only explicitly named RenderVars will appear in the specified order. RenderVars specified using wildcard matching or VEX evaluation will appear in alphabetical order after any explicitly named RenderVars.

Product Name

The name of the render product. The use of this string is specific to the delegate, but it usually represents and output filename or a device name. When rendering with Karma, you can set this value to an output image filename (usually an .exr file), or ip which renders the image in MPlay.

Include $F in the file name to insert the frame number. This is necessary when rendering animation. See expressions in file names for more information.

Product Type

The type of output to produce. The default, “raster”, indicates a 2D image.

In the future, UsdRender may define additional product types.

Camera

Path to a USD camera (UsdGeomCamera) prim to render the scene from.

Resolution Mode

Use the USD Camera’s aperture aspect ratio to automatically set one dimension of the resolution.

The computed parm is set using an expression, but is locked to prevent accidental edits.

Manual

Set the resolution height and width values.

Set Width, Compute Height from Aperture

Set the width size, while height is computed from the width and the camera aspect ratio.

Set Height, Compute Width from Aperture

Set the height size, while width is computed from the width and the camera aspect ratio.

Resolution

The horizontal and vertical size of the output image, in pixels.

Aspect Ratio Conform Policy

What to do if the aspect ratio of the output image (Resolution width divided by height) doesn’t match the aspect ratio of the camera aperture (controlled by attributes on the camera). This allows a standard renderer to do something reasonable when you switch between cameras.

Expand Aperture

If necessary, expand the camera aperture to match the image.

Crop Aperture

If necessary, crop the camera aperture to match the image.

Adjust Aperture Width

If necessary, change the camera aperture width to match the image.

Adjust Aperture Height

If necessary, change the camera aperture height to match the image.

Adjust Pixel Aspect Ratio

Change the aspect ratio of the image to match the camera.

Data Window NDC

Directs the renderer to only render within this window of the entire output image. You specify the window as minX, minY, maxX, maxY, where each number is a normalized value from 0 to 1. 0, 0 is the bottom left, 1, 1 is the top right, 0.5, 0.5 is the center, and so on. The default is 0, 0, 1, 1 (no cropping). Note that you can use negative values. For example, -0.1, -0.1, 1.1, 1.1 will give you 10% overscan on each side.

You can use this window to temporarily crop the render to a smaller region, for testing purposes.

Pixels are only rendered if they are fully inside the window.

The normalized coordinates map to the image after any adjustments by the Aspect ratio conform policy.

Pixel Aspect Ratio

The aspect ratio (width/height) of image pixels (not the image itself). The default is 1.0, indicating square pixels.

Husk

The husk utility looks for properties on the RenderProduct when saving image data.

Any property that is prefixed with driver:parameters: will be passed through to the Houdini image device library. Each image format has a different set of tags and options which can be set using metadata. The parameter name may also be prefixed with the format identifier to send the parameter to a specific format. For example driver:parameters:OpenEXR:customMetaData will be passed to OpenEXR, but not JPEG files.

Artist

The name of the person, department, or studio that created the image file. The node will set this field on the output image if the image format supports metadata (for example, .exr).

Comment

An arbitrary comment, for example a description of the purpose of the output image. The node will set this field on the output image if the image format supports metadata (for example, .exr).

Hostname

The name of the computer that generated this the output file. The node will set this field on the output image if the image format supports metadata (for example, .exr).

Image Format

Normally, husk will infer the image format from the file extension. You can also specify the image format by choosing a format from the associated drop-down menu.

Source Color Space

Specifies the default source color space for all color RenderVars. You can override the color space on a per-AOV basis by setting the property on a Render Var LOP.

Output Color Space

Specifies the default source color space for all color RenderVars. You can override the color space on a per-AOV basis by setting the property on a Render Var LOP. Specifying the source color space on the render product will force all AOVs to have the chosen source color space - including non-color AOVs (like point or normal data).

Compression

Specifies the saved image’s default file compression. Some formats allow you to specify compression per AOV and you can override this property through a Render Var LOP.

OpenEXR Compression

Sets the compression for saved OpenEXR files. When saving multi-part OpenEXR files, you can specify compression per AOV through a Render Var LOP.

DWA Compression Level

The compression level when using DWA-A or DWA-B compression.

Karma

DCM Compression

Compression value between 0 and 10. Used to limit the number of samples which are stored in a lossy compression mode for volume samples. The compression parameter determines the maximum possible error in scalar channels for each sample. For compression greater than 0, the following relationship holds: Error = 1/(2^(10-compression))

DCM Of Size

Opacity is usually computed as a full-color value and stored as such. To cut down on file size, if full color is not needed, this settings can be used to store a monochromatic version of the full color value. Set this value to 1 for monochrome, 3 for full color.

DCM Z-Bias

Used in compression to merge together samples which are closer than the given threshold. Samples that are closer together than this bias value are merged into a single sample whose z-front and z-back span encompasses all the merged samples.

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.