See working with VOP nodes for information on VOP node features in the network editor.
Nodes ¶
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Computes the absolute value of the argument.
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Outputs the sum of its inputs.
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Adds a new attribute.
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Adds the specified constant value to the incoming integer, float, vector or vector4 value.
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Adds a KineFX joint to the geometry.
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Adds points to the geometry.
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Adds the point specified to the group given.
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Adds primitives to the geometry.
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Multiply steerforce by steerweight attributes and normalize results by total steerweight.
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Adds vertices to the geometry.
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Layers a wind force onto a simulation.
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Advects a position by a set of volume primitives stored in a disk file.
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Returns all of the animation clips that have been loaded for an agent primitive.
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Returns the length (in seconds) of an agent’s animation clip.
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Returns an agent primitive’s current animation clips.
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Samples an agent’s animation clip at a specific time.
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Returns the sample rate of an agent’s animation clip.
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Returns the current times for an agent primitive’s animation clips.
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Returns the blend weights for an agent primitive’s animation clips.
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Converts transforms between local space and world space for an agent primitive.
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Returns the transform that each shape in an agent’s layer is bound to.
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Returns the names of the current layers or collision layers of an agent.
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Returns the names of the shapes referenced by an agent primitive’s layer.
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Returns all of the layers that have been loaded for an agent primitive.
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Returns the child transforms of a transform in an agent primitive’s rig.
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Finds the index of a transform in an agent primitive’s rig.
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Returns the parent transform of a transform in an agent primitive’s rig.
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Returns the number of transforms in an agent primitive’s rig.
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Returns the name of each transform in an agent primitive’s rig.
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Returns the current local or world space transforms of an agent primitive.
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Computes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.
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Takes two values for alpha based on the surface orientation relative to the camera and blends between the two with a rolloff as the bias control, effectively removing the silhouettes of the geometry edges.
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Generates a color using ambient lighting model calculation.
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Performs a logical and operation between its inputs and returns 1 or 0.
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Generates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise.
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Generates anti-aliased noise by using the derivative information of the incoming position to compute band-limited noise.
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Adds an item to an array or string.
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Performs the atan2() function
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Checks whether a value exists in an array.
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Finds the first location of an item in an array or string.
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Finds all locations of an item in an array or string.
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Produces the length of an array.
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Computes attenuated falloff.
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Outputs the average of its inputs.
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Computes the average value of a vector argument.
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Tints a BSDF with separate control over colorization and luminance.
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Export shading for use in bake image planes
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Represents an attribute bound to VEX.
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Binds a KineFX point transform with a point index.
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Takes a float input as a bias to blend between three input regions.
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Blends between two KineFX transformation matrices.
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Marks the start of a code block.
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Marks the start of a for loop block.
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Marks the start of a for-each loop block.
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Marks the start of an if code block.
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Marks the end of a code block.
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Marks the end of a code block.
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Marks the end of a while code block.
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Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
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Clips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.
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Generates repeating filtered squares.
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Generates a brick pattern based on the parametric s and t coordinates.
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Outputs an angle that gives the appearance of a circular brush pattern when used with anisotropy direction.
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A basic brushed metal shader.
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Displaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount.
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Compute a tangent-space normal map from a bump map
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Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
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Returns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
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Returns a pixel value in one of the 4 input COPs connected to the VEX COP.
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A node that implements a CVEX shader using its children VOPs.
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Simulates car paint with embedded metallic flakes and a coat layer.
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Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
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Returns the smallest integer greater than or equal to the argument.
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Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.
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Computes 2D, anti-aliased cellular noise suitable for shading.
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Converts an unicode codepoint to a UTF8 string.
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Returns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.
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Clamps the input data between the minimum and maximum values.
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Downcasts a generic (anonymous) co-shader object to a specific co-shader
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Flexible material including multiple reflection layers, subsurface scattering, refractions and displacement.
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A powerful, highly flexible, generic surface shader with displacement.
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Generates 1D noise used for cloud noise generation.
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Collides the specified joint with the target geometry.
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Provides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.
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Looks up a single sample of RGB or RGBA color from a disk image.
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Computes a blend (or a mix) of its two color inputs, and outputs the resulting color.
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Combines local and parent KineFX transforms with scale inheritance.
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Compares two values and returns true or false.
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Computes the complement of the argument by subtracting the argument from 1.
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Computes lighting using Physically Based Rendering.
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This node gives finer control over handling of the normal attribute in VOPs.
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Compute surface tangents in different ways.
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Outputs a physically correct reflection factor for conductive materials.
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Clamp the reflectivity of a bsdf to 1.
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Outputs a constant value of any VEX data type.
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Increases or decreases contrast for values at the bottom of the input range.
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Takes a single input of any data type.
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Performs a cosine function.
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Returns float between 0 and 1 which defines a crackle pattern useful for simulating the fine grain texture in skin or on a much larger scale dried mudflats.
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Creates a new point group with the name specified.
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Computes the cross product between two vectors, defined as the vector perpendicular to both input vectors.
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Creates divergence-free 3D noise using a curl function.
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Creates divergence-free 2D noise using a curl function.
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Computes surface curvature.
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Positions and orients KineFX points from a curve and a list of segment lengths.
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An OTL that performs composting of texture maps.
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Converts degrees to radians.
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Works on an image which was rendered as a z-depth image, returning the distance from the camera to the pixel (or plane) in question.
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Computes the determinant of a 4×4 or 3×3 matrix.
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Produces the keys of a dictionary.
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Produces the length of a dictionary.
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Internal VOP used to compute direct lighting.
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Computes the direction to a KineFX joint’s child.
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Computes the direction to a KineFX joint’s parent
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Masks crevices or exposed edges
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Displaces surface position and modifies surface normals.
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Displaces the surface along the surface normal by a given amount.
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Modifies normals and/or positions based on a texture map.
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Returns the distance between two 3D or 4D points.
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Returns the closest distance between a point and a line segment defined by two end points.
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Outputs the result of dividing each input value by the next.
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Divides the incoming integer, float, vector or vector4 value by the specified constant value.
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Computes the dot product between two vectors.
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Outputs sanitized dual rest values based.
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Sanitizes dual rest attribute data for easier use.
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Creates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal.
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Returns a new surface normal (N) which has a slight fine grained bump on it.
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Result 1 if the string ends with the specified string.
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Sets the environment map (on an infinite sphere) and returns its color.
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Builds a quaternion with the given euler rotation.
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Computes the exponential function of the argument.
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Computes a local transform for a KineFX point using its and its parent’s world transforms.
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Extracts the translation, rotation, scale or shear component of a 4×4 transform matrix.
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Outputs and opacity value which can be used to approximate caustic lighting effects.
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Sends a ray from the position P along the direction specified by the direction D.
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Generates a 2D, fiber like cloud pattern.
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Provides a fallback value for a field/attribute if the field does not exist or the given field name is an empty string.
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Provides a fallback value for a field/attribute if the field does not exist or the given field name is an empty string.
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Find a point in an array and return the transforms in the corresponding arrays.
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Filters the input.
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Sends a ray from the position P along the direction specified by the direction D, a…
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Computes the anti-aliased weight of the step function.
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This function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t.
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Find a point on a given geometry and return its transforms.
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Takes the value in the source range and shifts it to the corresponding value in the destination range.
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Takes the value in the source range and shifts it to the corresponding value in the destination range.
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Converts a float value to an integer value.
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Converts sixteen floating-point values to a 4×4 matrix value.
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Converts four floating-point values to a matrix2 value.
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Converts nine floating-point values to a matrix3 value.
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Converts three floating-point values to a vector value.
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Converts two floating-point values to a vector2 value.
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Converts four floating-point values to a vector4 value.
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Generates a 2D, locks of wool like cloud pattern.
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Returns the largest integer less than or equal to the argument.
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Generates 1D and 3D Perlin Flow Noise from 3D and 4D data.
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Perform the same operation on an array of transforms.
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Computes the fractional component of the argument.
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Generates a 2D, ragged, broken up like cloud pattern.
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Computes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
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Transforms a position from normal device coordinates to the coordinates in the appropriate space.
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Transforms a position from normal device coordinates to the coordinates in the appropriate space.
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Converts polar coordinates to cartesian coordinates.
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Returns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).
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Provides outputs representing commonly used input variables of fur guide shader network.
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Fur Guide Output Variables and Parameters
Provides inputs representing the output variables of a fur guide shader network.
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Creates a set of hair-like curves across a surface at render time.
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Provides outputs representing commonly used input variables of fur skin shader network.
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Fur Skin Output Variables and Parameters
Provides inputs representing the output variables of a fur skin shader network.
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Displaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.
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Performs a fuzzy and operation between its inputs and returns a value between 0 and 1.
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Performs a defuzzify operation between its input fuzzy sets and returns a crisp value.
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Performs a fuzzy inference operation over each input to determine the truth of the fuzzy set defined on this node.
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Performs a fuzzify operation that calculates a fuzzy value given a membership function and an input crisp value.
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This operator performs a fuzzy not operation on an integer or float value.
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Detects obstacles in an agent’s field of view.
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Performs a fuzzy or operation between its inputs and returns a value between 0 and 1.
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Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.
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Generates a random number fitting a Gaussian distribution.
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Generates a random number fitting a Gaussian distribution.
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Computes the Fresnel reflection/refraction contributions and vectors for objects with or without depth.
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Represents a shader.
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Geometry VOP Global Parameters
Provides outputs that represent all the global variables for the Attribute VOP network types.
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Simple output variable for Geometry VOP Networks.
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Compute the reflectivity of a bsdf.
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Returns a CHOP attribute value in one of the 4 input CHOPs connected to the Channel VOP.
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Returns a transform value built from 9 channels from one of the 4 input CHOPs connected to the Channel VOP.
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Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
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Returns a sample value in one of the 4 input CHOPs connected to the Channel VOP.
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Traverse the hierarchy from a given point and return their transforms.
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Gets a specified value from dictionary.
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Gets a specified element from array.
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Retrieve configuration values for the Physical Full-Body IK solver from point attributes.
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Return the computed center-of-mass for the given KineFX geometry.
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Computes a set of orthogonal axes centered at a KineFX joint.
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Obtains a value of the export variable added to the Shader Layer struct.
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Extracts a 4×4 matrix component.
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Extracts a 2×2 matrix3 component.
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Extracts a 3×3 matrix3 component.
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Gets the transform matrix of a named object in camera (current) space.
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Finds the parent of a joint within a KineFX skeleton.
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Gets the transformation of a joint’s parent within a KineFX skeleton.
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Returns a point transform for a given point index.
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Returns arrays of point transforms given an array of point IDs.
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Extracts a vector component.
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Extracts a vector2 component.
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Extracts a vector4 component.
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Evaluates a CHOP channel and return its value.
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Get a Channel or Parameter Value
Evaluates a channel (or parameter) and return its value.
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Evaluates an OBJ node’s transform
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Generates anti-aliased gingham checks similar to a tablecloth pattern.
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Provides outputs that represent all the global variables for the current VOP network type.
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Returns the gradient of a single channel 3D texture image at a specified position within that image.
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Converts HSV color space to RGB color space.
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Generates a normal vector which always faces the camera, parallel to the incidence vector.
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A powerful, highly flexible, general model for hair/fur shading.
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Returns 1 if the specified input (0-3) is connected.
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Returns if a dictionary has a key.
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Computes a mix of high and low frequency, anti-aliased noise with a wide range of applications.
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Houdini Engine Procedural: Curve Generate
Cooks a SOP asset for each point in the source geometry and instances the generated curves onto the point.
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Houdini Engine Procedural: Point Generate
Cooks a SOP asset for each point in the source geometry and instances the generated points onto the point.
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Uses the shift value to move the hue of the input color along the color wheel by the amount influenced by the amplitude.
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Positions and orients points from a root position, end effector position target, and twist position using KineFX Inverse Kinematics.
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Passes through the value of the first input if the first input is ultimately connected.
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Only available in Surface VOP networks.
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Image 3D Iso-Texture Procedural
This procedural will generate an iso-surface from a 3D texture image (.i3d file).
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This procedural will generate a volume from a 3D texture image (.i3d file).
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Imports attribute data from the OP connected to the given input.
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Imports the value of the specified variable from a displacement shader and stores it in var.
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Imports the value of the specified variable from a light shader and stores it in var.
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Import Properties from OpenColorIO
Imports a color space property from Open Color IO.
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Imports the value of the specified variable sent from a trace() function and stores it in var.
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Imports the value of the specified variable from a surface shader and stores it in var.
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Returns 1 if the point or primitive is in the group specified by the string.
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Internal VOP used to compute indirect lighting.
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Write VEX code that is put directly into your shader or operator definition.
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Inserts an item, array, or string into an array or string.
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Instance with Hscript Procedural
Runs hscript for each point in the source geometry and instances the generated geometry to the point.
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Converts an integer value to a float value.
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Computes the intersection of a ray with geometry.
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Computes all the intersections of a ray with geometry.
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If given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity).
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Computes the irradiance (the global illumination) at the point P with the normal N.
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Result 1 if all the characters in the string are alphabetic.
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Outputs 1 if the input is ultimately connected, otherwise it outputs 0.
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Result 1 if all the characters in the string are numeric.
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Returns 1 if the number is a normal number, ie, not infinite or NAN.
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Returns 1 if the shader is being evaluated from within a fog shader.
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Returns true if the normal of the surface is forward facing, and false if it isn’t.
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Returns 1 if the number is not a number.
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Returns 1 if the shader is being evaluated for shadow rays.
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Concatenate all the strings of an array inserting a common spacer.
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Gets the angle at the given joint in a KineFX skeleton.
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Creates a shading signal for output to an AOV, as well as the render vars.
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Generate a smooth roll-off between surface normal and the camera ray.
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A physically-based hair and fur material with medulla support
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A physically-based hair and fur material.
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Karma Hexagonal Tiling Texture
Seamless texturing and normal mapping without visible repetitions based on provided UV coordinates.
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Karma Hexagonal Tiling Triplanar
Seamless texturing and normal mapping without visible repetitions involving triplanar projections and based on P.
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Karma Light Filter Attenuation
Karma Light Filter that controls how the light intensity/color changes over distance.
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Karma Light Filter that adds barndoors to a cone light.
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Karma Light Filter that adjusts the color, intensity, or diffuse/specular of a light source.
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Karma Light Filter that projects the light source through a texture.
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You can use this utility node in a light filter network to get the UV coordinates of the current ray in the light’s projection space.
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Apply Karma geometry properties via shaders.
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Transforms color spaces using Open Color IO.
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A pre-made lens shader implementation with controls for most common lens shader effects, such as bokeh, chromatic aberrations, and tilt/shift.
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The stripped down version of the physical lens.
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This node opens a point cloud file and searches for points around a source position then returns a value of geometry attribute imported from pointcloud
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Creates a color value used to control the emission component of volume shading used for fire.
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Creates emission to control the emission component of volume shading used for fire.
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Creates a color value used to control the emission component of volume shading used for explosions.
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Creates emission to control the emission component of volume shading used for explosions.
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Flexible, production-quality smoke, cloud, fire, and explosion shader.
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Creates a color value used to control the scattering and absorption component of volume shading.
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Creates a volume mask used for volume shading.
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Look up the color/float at a certain index in a ramp.
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Attenuate values based on bounces.
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Imports the value of the specified variable from Karma.
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Generates an interior room map
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Creates a parallax projection of a room interior onto a flat plane
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This is the Karma UV rendering lens shader.
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Karma XPU compatible node for building MaterialX volume shader
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Generates Voronoi noise
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Generates Voronoi noise
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Generates a color using the Lambert diffuse lighting model calculation.
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Combines two layers using standard compositing operations.
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Outputs a mix of the two input layers, blended using the alpha value.
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Creates a Layer from individual shading components.
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Unpacks the individual shading components from a layer.
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Computes the length of an array
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Computes the length of a 3D or 4D vector.
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A VOP that can generate different kinds of bokeh.
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A VOP that can generates the tint and index of refraction for chromatic aberration effects.
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A VOP that creates the jittered coordinates for Karma lens shaders.
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A VOP that generates the offsets required to distort a Karma lens shader.
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A VOP that generates the NDC coordinates with the OpenCV lens distortion model applied on a Karma lens shader.
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A VOP that generates the Karma lens shader inputs.
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A VOP that generates a time offset to simulate rolling shutter in digital lenses.
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A VOP that manipulates the time distribution of lens shutters.
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Performs a lighting model calculation to generate a color.
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Selectively clamps values to a minimum and/or maximum value.
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Computes the natural logarithm function of the argument.
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Computes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.
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Applies a KineFX Look At constraint to a transform.
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Computes the luminance of the RGB color specified by the input parameter.
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Builds a general 4×4 transform matrix derived from the standard copy/instance attributes
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Returns the transformation matrix to transform from a transform space such as an object’s transform space to another space, such as world space.
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Builds a general 4×4 transform matrix.
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Generates a Mandelbrot pattern.
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Creates a dictionary that maps one KineFX point to another.
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A Material Capture shader.
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A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and rendering properties.
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Unpacks a 4×4 matrix into its sixteen components.
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Unpacks a 4×4 matrix into its rows.
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Unpacks a 2×2 matrix2 into its four components.
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Converts a 2×2 matrix to a 3×3 matrix.
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Converts a 2×2 matrix to a 4×4 matrix.
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Unpacks a 2×2 matrix into its rows.
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Unpacks a 3×3 matrix3 into its nine components.
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Converts a 3×3 matrix to a 2×2 matrix.
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Converts a matrix3, representing a rotation, to a quaternion representing the same rotation.
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Unpacks a 3×3 matrix into its rows.
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Converts a 4×4 matrix to a 2×2 matrix.
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Implements a matte shader that occludes geometry behind the surface being rendered.
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Computes the maximum value of a vector argument.
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Outputs the maximum value from its inputs.
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Takes a handle generated by the Meta-Loop Start operator and will import attributes…
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Takes a handle generated by the Meta-Loop Start operator and will iterate to the …
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Opens a geometry file and initializes the handle to iterate through all metaballs at the position specified.
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Returns the value of the given point attribute at the specified position in the metaball field.
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Returns the density of the metaball field at the specified position.
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Transforms the specified position into the local space of the metaball.
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Returns the metaweight of the geometry at a given position.
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Returns true if the specified metadata exists.
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Returns metadata from one of the 4 input COPs connected to the VEX COP.
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Represents a method inside a class-based shader.
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Invokes a given method on a given struct or co-shader object.
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Represents a method argument list inside a class-based shader.
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Represents a method inside a class-based shader.
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Computes the minimum value of a vector argument.
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Outputs the minimum value from its inputs.
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Given a position in world space, returns the position of the closest point on a given geometry.
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Computes a blend (or a mix) of its input values using linear interpolation.
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Computes the modulo of two values.
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Constructs a VDF for pure light absorption.
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A new MaterialX Node
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A new MaterialX Node
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Constructs a VDF scattering light for a participating medium.
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Returns the radiant emittance of a blackbody radiator with the given temperature.
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A BSDF node for Burley diffuse reflections.
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2D cellular noise
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Checkerboard pattern.
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A circle shape.
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Pattern of circles or rings.
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A cloverleaf shape.
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A reflection BSDF node based on a microfacet model and a Fresnel curve for conductors/metals.
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Increase or decrease contrast of incoming float/color values using a linear slope multiplier.
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A cross-hatch pattern.
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A reflection/transmission BSDF node based on a microfacet model and a Fresnel curve for dielectrics.
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A constructor node for the displacement shader.
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Measure distance between two points.
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Generate a smooth roll-off between two vectors.
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Zero-centered 3D Fractal noise.
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A new MaterialX Node
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A new MaterialX Node
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A new MaterialX Node
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A reflection/transmission BSDF node based on a microfacet model and a generalized Schlick Fresnel curve.
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A fresnel EDF.
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A new MaterialX Node
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A new MaterialX Node
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MtlX Gltf Iridescence Thickness
A new MaterialX Node
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A new MaterialX Node
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A grid pattern.
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A hexagon shape.
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Adjust the hue, saturation and value of a color.
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Samples data from a single image, or from a layer within a multi-layer image.
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MtlX Lin Adobergb To Lin Rec709
A new MaterialX Node
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MtlX Lin Displayp3 To Lin Rec709
A new MaterialX Node
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A line shape.
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Output a grayscale luminance of a color.
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Constructs an EDF emitting light according to a measured IES light profile.
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3D Perlin noise.
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A BSDF node for diffuse reflections.
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Texture sets for MtlX Standard Surface.
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Transform incoming UV texture coordinates for 2D texture placement.
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Random RGB color pattern.
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Random float pattern.
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MtlX Rec709 Display To Lin Rec709
A new MaterialX Node
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Rotate a vector2 value about the origin in 2D.
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Adjust the saturation of a color.
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A microfacet BSDF for the back-scattering properties of cloth-like materials.
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MtlX Srgb Displayp3 To Lin Rec709
A new MaterialX Node
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MtlX Srgb Texture To Lin Rec709
A new MaterialX Node
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A physically-based shader.
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MtlX Standard Surface To Gltf Pbr
A new MaterialX Node
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MtlX Standard Surface to USD Preview Surface
Translation shader from Standard Surface to USD Preview Surface.
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A BSDF for true subsurface scattering.
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Constructs a surface shader describing light scattering and emission for closed 'thick' objects.
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An unlit surface shader node.
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Adds an iridescent thin film layer over a microfacet base BSDF.
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A constructor node for two-sided objects.
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A tiled-circle pattern.
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A tiled-cloverleaf pattern.
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A tiled-hexagon pattern.
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Samples data from a single image, with provisions for tiling and offsetting the image across uv space.
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A BSDF node for pure diffuse transmission.
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A triangle-wave pattern.
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Manually set UDIM texture coordinates.
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Extract the UDIM patch from texture coordinates.
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MaterialX flavor of USD Preview Surface shader
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MaterialX flavor of USD Primvar Reader
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MaterialX flavor of USD Transform 2D shader
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MaterialX flavor of USD UV Texture shader
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MaterialX flavor of USD UV Texture 2.3 shader
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An EDF node for uniform emission.
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A constructor node for the volume shader type.
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A volume material.
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A PBR shader from glTF-2.0.
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A new MaterialX Node
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Returns complementary float value.
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Returns complementary RGB color
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Outputs the product of its inputs.
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Will take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount.
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Multiplies the incoming value by a constant.
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Finds closest point in a given geometry file.
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Negates the incoming integer, float, vector or vector4 value.
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Count the number of connected points from a given point in a given geometry file (or op:path)
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Finds the nth neighbouring point for a given point in a given geometry file.
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Retrieves an array of indices to the points connected to the given point.
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A non-deterministic random number generator.
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Clamp shading normals to prevent bad reflection directions
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Generates a falloff value based on the relationship between the normal and incident vectors.
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Normalizes a vector.
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This operator performs a logical not operation on an integer value, returning 1 if the input is zero, and 0 if the input is non-zero.
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Passes the inputs to the output with an optional name change.
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Transforms color spaces using OpenColorIO.
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Transforms color spaces into a View using OpenColorIO.
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Implements an OSL shader.
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Computes ambient occlusion at the point P with the normal N.
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Sample ocean values from layered ocean spectra at the specified position and time.
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Offsets a KineFX transformation matrix by the given transform.
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Returns the number of coarse faces in the subdivision hull
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Returns the patch of the first patch for a given face in the subdivision hull.
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Evaluates a point attribute on the limit of a subdivision surface.
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Outputs the Houdini face and UV coordinates corresponding to the given coordinates on an OSD patch.
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Outputs the OSD patch and UV coordinates corresponding to the given coordinates on a Houdini polygon face.
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Returns the number of patches in the subdivision hull
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This operator performs a logical or operation between its inputs and returns 1 or 0 .
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Generates a color using the Oren-Nayar diffuse lighting model calculation.
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Reorients a vector representing a direction by multiplying it by a 4×4 transform matrix.
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Returns an anti-aliased cosine or sine wave.
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Computes the outer product of a pair of vectors.
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Output Variables and Parameters
Provides inputs representing the writable output variables of the shader network.
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Makes a shaded surface emissive.
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Produce a hair BSDF.
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Produce a hair BSDF.
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Produce a hair BSDF.
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Evaluate Lighting Using PBR.
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Computes metallic reflections.
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Computes reflections and refractions for dielectric (non-metallic) materials.
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Creates an approximate SSS BSDF.
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Creates a Single Subsurface Scatter BSDF.
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Represents a user-controllable parameter.
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Blends between KineFX transforms with an offset computed from the given bind transforms.
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Constrains a KineFX point’s parent to a new world transform.
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Generates 1D and 3D Perlin noise from 1D, 3D and 4D data.
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Computes 1D, 3D, and 4D tileable Worley noise, which is synonymous with cell noise.
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Performs photon russian roulette.
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Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering.
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Produce a normalized diffuse bsdf.
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Returns the area of the current pixel after being transformed to the new UV coordinate uvpos.
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Returns U and V derivatives of the current pixel.
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Clips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.
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Returns the number of planes in the input.
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Returns the name of the plane with the index plane_index in input input_index.
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Returns the index of the plane with the name plane_index in input input_index.
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Returns the name of the plane with the index plane_index in input input_index.
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Returns the number of components in the plane with the index plane_index in input input_index.
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Returns two vectors representing the minimum and maximum corners of the bounding box for the specified geometry.
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This node closes a point cloud handle opened by pcopen.
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This node exports point data while inside a pcunshaded loop.
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This node finds the farthest query point produced by pcopen.
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This node filters the points queried by pcopen.
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Returns a list of closest points from a file
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Returns a list of closest points from a file taking into account their radii.
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This node imports point data while inside a pciterate or pcunshaded loop.
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This node imports point data from a pcopen.
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This node advances to the next iteration point returned by pcopen.
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This node returns the number of points found by pcopen.
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This node opens a point cloud file and searches for points around a source position.
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This node advances to the next unshaded iteration point returned by pcopen.
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This function writes data for the current shading point out to a point cloud file.
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Returns the number of points for all primitives in the given geometry.
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Returns 1 if the point specified by the point number is in the group specified by the string.
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The underlying procedural when using Fast Point Instancing with the instance render parameters.
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Only available in Image3D VOP networks.
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The Point Replicate Procedural takes a number of input points and multiplies them, and processes the result using a CVEX script.
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Removes the last element of an array and returns it.
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Compute the difference between point transforms on two SOP skeletons.
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Raises the first argument to the power of the second argument.
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Evaluates an attribute for a given primitive at the specified uv parametric location.
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Evaluates an intrinsic on a given primitive.
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Returns the normal of a primitive (defined by its number) at the given uv parametric location.
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An artist-friendly shader that can model a large number of materials realistically.
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An artist-friendly shader that can model a large number of materials realistically.
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Generate a formatted text string.
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Promotes the export variables from the Shader Layer struct to the parent shader
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Converts a temperature value into color (chroma) and intensity according to the blackbody radiation model.
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Provides color correction functions.
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Provides constant, artistic, and physically correct (blackbody) tint as well as color correction functions.
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Provides functions for editing color fields by conditioning the field values, adding noise, filtering, and color correction.
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Provides functions for editing fields such as density by conditioning the field values, adding noise, and filtering.
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Flexible, production-quality smoke, fire, and explosions shader.
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Flexible, production-quality fire and smoke shader.
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Provides the core functionality needed to build a high-quality volumetric shader.
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Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
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Computes the conjugate of a quaternion.
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Computes distance between quaternions in radians.
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Takes an quaternion inverts it..
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Performs a quaternion multiplication with its two inputs.
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Converts a quaternion to angle/axis form.
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Converts a quaternion to a vector representing euler angles.
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Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.
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Converts RGB color space to HSV color space.
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Sends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.
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Converts radians to degrees.
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Generates a non-repeating rainbow color ramp by modulating the hue over the range of the parametric coordinate s and using the given saturation and value to compute the HSV color.
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Adds anti-aliased analytical filtering to the output of a Ramp Parameter VOP.
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Represents a user-editable ramp parameter.
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Generates repeating filtered ramps.
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Generates a random number based on the position in one, three, or four dimensions.
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Generates a random number in a BRJ sequence.
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Generates a random number in a Sobol sequence.
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Returns the current ray-bounce level.
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Returns the amount that the current bounce level will contribute to the final pixel color.
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This operator sends a ray from the position P along the direction specified by the direction D, and returns the distance to the object intersected or a negative number if not object found.
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Sends a ray starting at origin P and in the direction specified by the normalized vector D.
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Propagates rotation from the arm to the clavicle point in a KineFX skeleton.
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Returns the vector representing the reflection of the direction against the normal vector.
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Computes the amount of reflected light which hits the surface.
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Computes the refraction ray given an incoming direction, the normalized normal and an index of refraction.
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Sends a ray starting at origin P and in the direction specified by the normalized vector I.
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Finds the given regular expression in the string.
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Finds all instances of the given regular expression in the string.
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Result 1 if the entire input string matches the expression.
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Replaces instances of find_regex with replace_regex.
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Splits the given string based on regex match.
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Returns the relative position of the point given with respect to the bounding box of the specified geometry.
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Relative to Point Bounding Box
Returns the relative position of the point given with respect to the bounding box of the specified geometry.
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Removes an item at the given index from an array.
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Removes an item at the given key from a dictionary.
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Removes points from the geometry.
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Removes an item from an array.
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Gets state information from the renderer.
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Reorders items in an array or string.
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Optionally report a custom VEX error or warning.
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Modulates input value using a variety of methods.
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Returns the pixel resolution of an input.
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Resolves a mapping dictionary attribute to a KineFX point number.
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Checks if the geometry attribute rest is bound and, if so, uses it as the rest position for shading.
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Generates a return statement inside a method or a function defined by the parent subnet.
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Adds an item to an array or string.
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Rotates the foot around custom pivots specific to a reverse foot KineFX set-up.
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Generates repeating filtered rings.
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Generates repeating ripples.
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Applies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.
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Rotates a vector by a quaternion.
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Rounds the argument to the closest integer.
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Generates repeating filtered rounded hexagons.
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Generates repeating filtered rounded five-pointed stars.
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Run External Program Procedural
This procedural will run an external application in order to generate geometry at render time.
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Adds energy conservation functionality and additional controls to the Physical SSS VOP.
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Samples the interior or surface of the unit circle, sphere, or hypersphere, within a max angle of a direction.
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Scales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.
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Generates a scale-like pattern and returns the displaced position, normal, and displacement amount.
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Requests the rendered color from a specified direction
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Returns an average direction, color, depth, and strength.
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Renders the surrounding environment
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Requests the rendered depth from a specified direction
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Saves the rendered panorama to a specified output file
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Saves sensor data to image files.
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Sets the current animation clips for an agent primitive.
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Sets the current times for an agent primitive’s animation clips.
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Sets the blend weights for an agent primitive’s animation clips.
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Sets the current layers or collision layers of an agent primitive.
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Overrides the transforms of an agent primitive.
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Sets a CHOP attribute value.
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Sets a transform value when evaluating a Channel VOP in Tranlate/Rotate/Scale mode.
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Sets a channel value when evaluating a Channel VOP in Channel/Sample modes.
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Sets the value at the specified key.
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Sets the element at the specified index.
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Sets a layer’s components to new values.
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Adds layer exports to the Shader Layer struct
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Assigns a value to one of the matrix’s components.
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Assigns a value to one of the matrix2's components.
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Assigns a value to one of the matrix3's components.
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Sets one point transform at a given point ID.
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Sets arrays of point transforms at an array of point IDs.
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Assigns a value to one of the vector’s components.
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Assigns a value to one of the vector2's components.
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Assigns a value to one of the vector4's components.
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Shader Output Export Variables
Represents export parameters in a shader call.
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Shader Output Global Variables
Represents global variables that are bound as output parameters in a shader call.
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Computes the shading area of the given variable.
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Computes the derivative of a given variable with respect to the s or t parametric coordinate.
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Creates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).
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Computes the normal at the location specified by the P position.
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This shader calls the shadow shader inside an illuminance loop.
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Shadow Map treats the depth map as if the image were rendered from a light source.
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Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
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Returns -1 if the input is less than 0, otherwise it returns 1.
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Performs a sine function.
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A skin shader with three levels of subsurface scattering.
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Creates a sky noise pattern with volumetric clouds.
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Slices a sub-string or sub-array of a string or array.
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Computes a number between zero and one.
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Returns the closest equivalent Euler rotations to a reference rotation.
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Runs a VEX snippet to modify the incoming values.
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Increases or decreases contrast for values at the top of the input range.
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Generates repeating soft dots.
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Returns the array sorted in increasing order.
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Generates a color using the selected specular lighting model calculation.
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Generates a color using a specular lighting model with a Fresnel falloff calculation.
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Computes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion.
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Generates a splatter pattern and returns the splatter amount.
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Computes either a Catmull-Rom (Cardinal) spline or a Linear spline between the specified key points, given an interpolant (u) in the domain of the spline.
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Splits a string into tokens.
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This procedural will render points as sprites.
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Computes the square root of the argument.
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Result 1 if the string starts with the specified string.
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Stashes a KineFX transform matrix as a constant.
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Returns the length of the string.
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Converts an UTF8 string into a codepoint.
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Strips leading and trailing whitespace from a string.
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Generates repeating filtered stripes.
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Creates, modifies, or de-structures an instance of a structured datatype.
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Bundles input values into an instance of an ad-hoc struct.
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Extracts one or more values from a struct by member name.
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Contains other VOP operators.
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Represents an input or an output (or both) of the parent VOP subnet.
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Allows the connection of operators outside a subnet to operators inside the subnet.
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Allows the connection of operators inside a subnet to operators outside the subnet.
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Outputs the result of subtracting all its inputs.
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Subtracts the specified constant value from the incoming integer, float, vector or vector4 value.
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Generates a basic color with a choice of tinting with the point color and/or a color map.
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Finds the shortest distance between a point and a source point group.
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Switches between network branches based on the value of an input.
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Use a different bsdf for direct or indirect lighting.
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Rearranges components of a vector.
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Rearranges components of a vector2.
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Rearranges components of a vector4.
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Performs a tangent function.
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Transform an input normal to UV/tangent space
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Transform an input normal from UV/tangent to current space
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Exports shader normals as a render plane.
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Returns primitive number of an adjacent tetrahedron.
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Returns vertex indices of each face of a tetrahedron.
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Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.
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Returns the value of a 3D image at a specified position within that image.
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Queries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors.
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Computes the thin film reflection and refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
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Generates staggered rectangular tiles.
-
Generates staggered hexagonal tiles.
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Returns the frame range and rate of the given input.
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Returns a string that is the titlecase version of the input string.
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Returns a string that is the lower case version of the input string.
-
Transforms a position into normal device coordinates.
-
Converts cartesian coordinates to polar coordinates.
-
Returns a string that is the upper case version of the input string.
-
Uses the vex gather function to send a ray and return with the reflected or refracted colors.
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Transforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.
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Constructs a KineFX transform matrix from a position on a path.
-
Constructs a KineFX transform matrix from a position on a geometry’s surface.
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Translates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.
-
Performs a variety of trigonometric functions.
-
Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.
-
Perform a simple two-bone IK solve
-
Generates a two sided surface.
-
Takes an integer input.
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Provides outputs representing commonly used input variables for processing USD primitive attributes inside an Attribute VOP LOP.
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USD Preview Surface shader
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USD Prim Var Reader shader
-
Represents a standard USD primitive for transforming texture co-ordinates.
-
Represents a standard USD primitive for looking up texture values.
-
Returns texture coordinates or geometric s and t, depending on what is defined.
-
Disturbs the incoming parametric s and t coordinates using anti aliased noise generated from the Surface Position input.
-
Computes UV co-ordinates projected along a single axis, derived from the position of an object, and generates a mask relative to the projection axis.
-
Assigns texture coordinates based on the specified projection type.
-
Transforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts.
-
Projects texture maps along X, Y, and Z axes and blends them together at the seams.
-
Generates a 2D, wave like cloud pattern.
-
Presents a unified interface and uniform output range for all the noise types available in VEX.
-
Presents a unified interface and uniform output range for all the noise types available in VEX.
-
Provides outputs that represent all the global variables for the Force VOP network type.
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Simple output variable for VOP Force Networks.
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Converts between different vector types.
-
Unpacks a vector into its three components.
-
Takes an angle/axis vector and constructs the quaternion representing the rotation about that axis.
-
Converts a vector to a vector4.
-
Converts rows values to a 3×3 matrix value.
-
Converts a vector to a vector2 and also returns the third component of the vector.
-
Unpacks a vector2 into its two components.
-
Converts a vector2 to a vector.
-
Converts a pair of vector2s into a vector4.
-
Converts rows values to a 2×2 matrix value.
-
Unpacks a vector4 into its four components.
-
Converts rows values to a 4×4 matrix value.
-
Converts a vector4 to a vector and also returns the fourth component of the vector4.
-
Converts a vector4 to a pair of vector2s..
-
Generates an anti-aliased vein pattern that can be used in any VEX context.
-
This procedural will generate a volume from a CVEX shader.
-
Exports a vis_ prefixed attribute.
-
Computes the opacity of a uniform volume given a density.
-
Calculates the gradient of a volume primitive stored in a disk file.
-
Gets the value of a voxel from a volume primitive stored in a disk file.
-
Calculates the position of a voxel in a volume primitive stored in a disk file.
-
Gets the vector value of a voxel from a volume primitive stored in a disk file.
-
A shading model for volume rendering.
-
Calculates the voxel closest to a voxel of a volume primitive stored in a disk file.
-
Gets the resolution of a volume primitive stored in a disk file.
-
Samples the value of a volume primitive stored in a disk file.
-
Samples the vector value of a volume primitive stored in a disk file.
-
Provides outputs that represent all the global variables for the Volume VOP network type.
-
Simple output variable for Volume VOP Networks.
-
Computes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering.
-
Computes the wave vector for a given index in a grid of specified size.
-
Simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.
-
Returns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
-
Computes 1D, 3D, and 4D Worley noise, which is synonymous with cell noise.
-
Simplified smoke, fire, and explosions shader for Karma XPU.
-
Finds closest position on a primitive in a given geometry file.
-
Performs a logical xor operation between its inputs.
-
Returns the indices of a sorted version of an array.
-
Blends the normals between faces within specified radius.