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Overview ¶
The shelf gives you quick access to commonly used functions in Houdini.
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Most tools create new nodes for you in the background.
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Some items on the shelf and in the toolbox are more “actions” than “tools” – they do something immediately when you click them, and don’t enter into a “tool state” or show options on the operation controls toolbar.
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Most tools will use the current selection if possible. Some tools will prompt you for one or more selections if the current selection is not relevant, or if it needs more information. For example, the Parent tool on the Modify shelf tab prompts you to select the child and then the parent.
After you make a prompted selection, press Enter to finish the selection. (You can also press ⇧ Shift + or right-click and choose Accept selection).
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Some tools have alternate action-like behavior when you hold ⌃ Ctrl and click them.
You can usually quick-place the object created by a tool at the origin by ⌃ Ctrl-clicking the tool. For example, when you ⌃ Ctrl-click the Sphere tool, it immediately creates a sphere at the origin instead of asking you to place the sphere in the viewer.
If you ⌃ Ctrl-click the light or camera tools, they create a light/camera from the current view, instead of asking you to place the new object.
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Hold the mouse over an item on the shelf to see its label and a brief description of what it does. While the tooltip is open, press F1 to see the full help page for the item.
Create ¶
Creates a cube or six-sided rectangular box.
Creates a sphere or ovoid surface.
Creates open or closed tubes, cones, or pyramids.
Creates a torus (doughnut) shaped surface.
Creates planar geometry.
Creates polygon or NURBS lines from a position, direction, and distance.
Creates open or closed arcs, circles and ellipses.
Creates a curve based on user input in the viewport.
Spray paints random points onto a surface.
Creates platonic solids of different types.
Creates metaballs and meta-superquadric surfaces.
Reads, writes, or caches geometry on disk.
Creates spirals and helices.
Creates different types of primitive geometry.
Modify ¶
Merges the geometry of multiple objects into the last selected one.
Creates a second object from a selected object or selected components.
Duplicates and mirrors geometry across a mirror plane.
Copies geometry in the first input onto the points of the second input.
Copies geometry and applies transformations to the copies.
Transforms an object, or inserts a Transform node in a geometry network, to align two faces on separate models.
Transform objects to match another.
Moves the pivot of an object to the center of the bounding box for that object.
Moves an object’s bounding box center to its pivot.
Moves object level transforms into a Transform SOP at the geometry level.
Bakes animation from object transforms and CHOP overrides.
Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.
Turns off the display flag for the selected object node.
Model ¶
Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.
Shatters the input geometry into multiple pieces.
Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
Generates groups of points, primitives, edges, or vertices according to various criteria.
Polygon ¶
Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.
Creates straight, rounded, or custom fillets along edges and corners.
Removes or groups geometry on one side of a plane, or creases geometry along a plane.
Removes or groups geometry on one side of a plane, or creases geometry along a plane.
Smooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
Converts the input geometry into line segments.
Deform ¶
Adds or generates noise in geometry attributes.
Creates an ocean like surface.
Generates ripples by displacing points along the up direction specified.
Texture ¶
Assigns UVs by projecting them onto the surface from a set direction.
Lets you interactively move UVs in the texture view.
Merges UVs.
Creates flattened pieces in texture space from 3D geometry.
Relaxes UVs by pulling them out toward the edges of the texture area.
Assigns texture UV coordinates to geometry for use in texture and bump mapping.
Transforms UV texture coordinates on the source geometry.
Separates UVs into reasonably flat, non-overlapping groups.
Smooths out (or “relaxes”) polygons, meshes and curves without increasing the number of points.
Clears the texture cache, forcing textures to be reloaded.
Rigging ¶
(Deprecated) Allows you to build an IK bone rig (with or without a Twist Affector) from existing objects in the scene.
(Deprecated) Allows you to build an IK bone rig (with or without a Twist Affector) from existing bone(s) in the scene.
Allows you to adjust the bone capture regions.
Individually modifies point capture weights using slider handles on bones or via a spreadsheet.
Allows you to adjust the blending of previously captured geometry in the Object Viewer.
Applies capture weights from one side of a geometry object to another.
Lets you paint capture attributes directly onto geometry.
Smooths out (or “relaxes”) point deformations.
Characters ¶
A simple and efficient animation rig with full controls.
A simple and efficient female character animation rig with full controls.
A simple and efficient male character animation rig with full controls.
A male character with motion captured animations.
A male character with motion captured animations.
A male character with motion captured animations.
A male character with motion captured animations.
Constraints ¶
Blends between parent objects.
Blends the positions and orientations of the current object transform with target objects.
Makes an object point at another object.
Animates an object along a curve.
Constrains to points on geometry or point cloud.
Constrain to an exact point on the surface of geometry.
Apply a transform as a constraint with an optional pivot.
Makes one object lag behind another object.
Jiggles the position of an object based on the animation of another object.
Drive an object using a game controller device.
Toggles Constraints on selected objects.
Bake Constraints on selected objects.
Delete Constraints on selected objects.
Hair Utils ¶
Adds fur to a surface.
Creates a container object for guide curves.
Creates a guide curves from a skin geometry or manipulates the guides of another groom object.
Combines the guides and skin of multiple groom objects.
Creates a Guide Deform object in the network.
Adds physics simulation to a set of guides.
Generates hair based on a groom node object’s output.
Hide and disable unselected parts of a groom for faster feedback.
Turns the display flag of the Hair Generate object on and off.
Converts dense hair curves to a polygon card, keeping the style and shape of the groom.
Creates textures to be applied to existing hair cards.
Guide Process ¶
Gives the guides an initial direction.
Advects curves using a vector field generated from curves drawn on the skin surface.
Creates a Guide Groom SOP ready to draw & brush curves.
Interpolates guides between planted guides.
Points guides in the direction of a vector.
Lengthens or shortens guide hairs.
Lifts curves off the skin or flattens them against it.
Straightens the hair by bending each segment back so that it’s in the same direction as the previous segment.
Blends the shapes of the neighboring guides to create a smoother look.
Offsets the curve points along the guide hairs to create a frizzy look.
Bends curves in a certain direction and by a certain angle.
Creates bunches of guide hairs.
Lets you draw a parting line on the skin geometry.
Adds the required attribute to mark hairs as white hairs in the standard hair shader.
Terrain FX ¶
Sets up a preset height field network to generate hilly terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate a mountain terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate valley terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate lunar terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate island terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate deep canyon terrain. This is useful for learning how the terrain tools work together.
Sets up a preset height field network to generate desert dune terrain. This is useful for learning how the terrain tools work together.
Simple FX ¶
Configures SOP-based vellum cloth from geometry and collider.
Configures SOP-based vellum softbody from geometry and collider.
Fractures the input geometry based on a material type.
Configures SOP-based bullet RBD fractured objects from geometry, collider, and guide geometry.
Creates a visible blast from the the muzzle of a firearm during shooting.
Creates thick cloud-like smoke rising from a spherical base.
Creates an explosion that can be fully simulated on the GPU.
Creates a torch fire that can be fully simulated on the GPU.
Creates a large rising and expanding explosion.
Creates an aerial explosion.
Creates a large ground explosion.
Creates a large rising and expanding explosion with a ground shockwave.
Creates a bonfire simulation using the sparse pyro solver.
Creates a fire simulation spreading across the surface of the selected object.
Volume ¶
Builds an offset surface from geometry.
Converts polygonal surfaces and/or surface attributes into VDB volume primitives.
Converts point clouds and/or point attributes into VDB volume primitives.
Creates a color volume based on drawn curve
Creates a fog volume based on drawn curve
Creates an SDF volume based on drawn curve
Converts a point cloud into a volume.
Converts a point cloud into a volume.
Converts a curve into a volume.
Converts sparse volumes.
Lights and Cameras ¶
You can view your scene through a camera, and render from its point of view.
Creates or edits a USD Distant Light, representing a far-off light source such as the sun. Adds some useful Karma-specific attributes.
Environment Lights provide background illumination from outside the scene.
Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
Camera supporting VR image rendering.
Drive a camera using a game controller device in first person perspective.
Collisions ¶
Creates a Static Object from SOP Geometry.
Creates a DOPs collision object from deforming SOP Geometry.
Create a Static Object from SOP Geometry pre-configured for interaction with cloth.
Creates an infinite ground plane suitable for RBD, cloth, or wire simulations.
Particles ¶
Emits multi-colored particles from a point, which simulates fireworks.
Emits particles from a point in all directions.
Emits particles from an object in all directions.
Generates particles from incoming particles.
Calculates and applies a force around an axis.
Attracts particles to points or curves.
Attracts particles to points or curves.
Creates forces generated from a curve.
Applies forces according to metaballs.
Changes a particle’s diffuse color and/or alpha.
Applies drag particles.
Applies a conical fan wind to particles.
Applies a flocking algorithm to particles.
Applies a directional force to particles.
Applies wind to particles.
Applies forces between particles.
Detects and reacts to collisions.
Instance Geometry on Particles
Lets you instance geometry on particles.
Sets the sprite display for particles.
Swirls particles based on the simulated drift of “filaments” represented by polylines.
Grains ¶
Creates a grain object from a piece of geometry.
Creates a grain object from a piece of geometry, with a clumpy wet look.
Creates a patch of sand with a collision object which contains the sand.
Fills an object with spheres and uses the Bullet solver to drive them.
Takes each particle from your original simulation and replaces it with a cluster of new ones.
Fills an object loosely with grains and creates constraints to hold it together into one object.
Fills the surface of an object with densely packed grains and makes constraints to hold them together.
Fills grains along the edges of polygons, creating a beaded wire effect.
Allows grains to wake up and go to sleep based on the velocity of nearby particles.
Activates particles near animated geometry.
Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.
Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.
Distribute shelf tools set up an object’s sim network so it can be solved in parallel on a farm of multiple machines using HQueue.
Vellum ¶
Create a Static Object from SOP Geometry pre-configured for interaction with cloth.
Configures vellum cloth from geometry and adds to current vellum simulation.
Configures vellum hair from geometry and adds to current vellum simulation.
Configures Vellum strut softbody from geometry and adds to current Vellum simulation.
Tetrahedralizes input geometry, configures it as a Vellum softbody, and adds it to current Vellum simulation.
Configures vellum balloon from geometry and adds to current vellum simulation.
Configures Vellum grains from geometry and adds to current vellum simulation.
Rigid Bodies ¶
Creates one or more rigid bodies from SOP geometry.
Creates an RBD Object from SOP Geometry.
Creates a number of rigid bodies from SOP geometry and glues them together.
Creates a rigid body at each point of some source geometry, similarly to how the Copy SOP copies geometry onto points.
Adds agent primitives to a Bullet simulation.
Fills an object with spheres and uses the Bullet solver to drive them.
Creates a number of rigid bodies from SOP geometry, which use proxy geometry from a convex decomposition.
Creates a number of rigid bodies from SOP geometry, which use proxy geometry composed of adaptively-sized spheres.
Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry primitive groups.
Automatically fractures an RBD object.
Stores filtered information about impacts on an RBD object. The shelf tool has no effect in the viewport, it just sets up nodes in the network to record the impact data.
Emits particles from the edges and surfaces of separating fractured rigid bodies.
Automatically freezes RBD Objects that have come to rest.
Constrains an object to a point in space using a pin-like connection.
Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.
Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis
Constrains an object to a point in space using a hinge-like connection.
Constrains an object to a point in space using a spring-like connection.
Constrains the rotation an object so it does not rotate at all.
Constrains the rotation of an object so it attempts to rotate naturally, but bounces back to its original rotation.
Changes the parent of a constraint from a point in space to a goal object.
Particle Fluids ¶
Creates a FLIP Fluid Object from SOP Geometry.
Generates node networks to create a half-filled box of FLIP fluid material, with proper boundary conditions to contain the fluid in the box.
Emits fluid into a FLIP simulation.
Absorbs smoke, fire, liquid, or particle fluid in a container.
Calculates and creates particle fluid between the surface and container of fluid in a particle fluid simulation.
Creates a FLIP fluid simulation setup to create a crown splash.
Creates a FLIP fluid simulation setup to create a dripping fluid effect.
Creates a suction force to guide particles fluids toward a target object.
Creates a particle simulation to mimic condensation on geometry.
Turns on the viscosity parameters of a FLIP Fluid.
Creates spray, foam, and churn based on an underlying FLIP fluid simulation.
Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.
Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.
Distribute shelf tools set up an object’s sim network so it can be solved in parallel on a farm of multiple machines using HQueue.
Viscous Fluids ¶
Creates a melting object from geometry.
Creates a lava object from geometry.
Generates a continuous stream of hot lava from an object.
Turns an object into a source of heating when particles pass through.
Turns an object into a source of cooling when particles pass through.
Emits steam when a hot fluid comes into contact with a collider.
Absorbs smoke, fire, liquid, or particle fluid in a container.
Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.
Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.
Distribute shelf tools set up an object’s sim network so it can be solved in parallel on a farm of multiple machines using HQueue.
Oceans ¶
Creates a small patch of ocean complete with a material and depth information.
Creates a large ocean complete with a material and depth information.
Creates a FLIP fluid simulation that simulates a thin layer of the ocean surface.
Creates a FLIP fluid simulation from an underlying ocean surface.
Creates a FLIP fluid simulation of a beach with continuous waves.
Creates a FLIP fluid simulation of a flat tank with a boundary layer.
Creates a FLIP fluid simulation from an underlying ocean surface.
Creates spray, foam, and churn based on an underlying FLIP fluid simulation.
Pyro FX ¶
Creates thick cloud-like smoke rising from a spherical base.
Creates a large rising and expanding explosion.
Creates an aerial explosion.
Creates a large ground explosion.
Creates a large rising and expanding explosion with a ground shockwave.
Creates a bonfire simulation using the sparse pyro solver.
Creates a fire simulation spreading across the surface of the selected object.
FEM ¶
Creates an FEM Hybrid Object from SOP Geometry.
Create a Static Object from SOP Geometry pre-configured for interaction with cloth.
Create a Static Object from SOP Geometry pre-configured for interaction with cloth.
Constrain Points to Target Animation
Constrain a selection of points to animated target positions.
Attach Points to Target Object
Constrains regions within a FEM object to another FEM object.
Slide Points against Target Object
Constrains regions within a FEM object to another FEM object.
Constrains regions within a FEM object to another FEM object.
Connect pairs of points in a simulation.
Wires ¶
Sets the initial shape of a simulated wire object based on its current shape.
Constraints a wire point to a certain position and direction.
Creates soft body constraints between a set of points on a target object and the closest points on a goal object. This is useful for attaching wire to dynamics objects.
Provides controls for setting up basic positional constraints for wire objects.
Provides controls for setting up basic spring constraints for wire objects.
Constrains a wire point’s orientation to a certain direction.
Wire Angular Spring Constraint
Constrains a wire point’s orientation to a certain direction, with a set amount of springiness.
Constraints a wire point to a certain position and direction.
Attach Constraint to Rigid Body
Connects an existing soft body constraint to an RBD object.
Attach Constraint to Dynamics Point
Connects an existing soft body constraint to a point on a dynamic object.
Attach Constraint to Animation
Connects an existing soft body constraint to the object’s animation.
(Re)Connects an existing soft body constraint to a point in world space.
Deletes an existing soft body constraint.
Distribute shelf tools set up an object’s sim network so it can be solved in parallel on a farm of multiple machines using HQueue.
Crowds ¶
Creates an agent from a source character rig, FBX file, USD file, or LOP.
Adds an animation clip to an agent primitive.
Creates a new agent layer that is suitable for collision detection.
Sets the rotation limits of an agent’s joints.
Creates an agent source geometry node to generate agents for a crowd simulation.
Allows you to paint areas of high and low crowd density on terrain to affect the random placement of agents.
Sets up a crowd simulation network.
Sets the selected geometry as the terrain for a crowd simulation.
Sets the selected static DOP object as an obstacle for agents in a crowd simulation.
Sets agents in a crowd simulation to follow the selected curve.
Sets agents in a crowd simulation to look at the selected object.
Guides agents towards a target position.
Creates and attaches cameras to crowd agents to visualize their point of view.
Creates an example stadium scene using the crowds tools.
Creates an example street scene using the crowds tools.
Creates an example formation scene using the crowds tools.
Creates an example of using fuzzy logic for obstacle avoidance and path following.
Creates an example of using fuzzy logic for state transitions.
Creates an example of using ragdolls in a crowd simulation.
Drive Simulation ¶
Creates a new DOP Network.
Creates simulation object groups.
Applies forces to resist the current motion of soft body objects relative to a fluid.
Applies forces to resist the current motion of objects relative to a turbulent wind.
Apply forces on objects using a force field defined by metaballs.
Applies a vortex-like force on objects, causing them to orbit about an axis along a circular path.
Subtopics ¶
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