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Geometry (SOP) networks
A Geometry object at the object level contains a geometry (SOP) network inside. This network holds the geometry nodes that create the object’s geometry.
Wiring nodes together at the geometry level controls the flow of geometry through the nodes, from nodes that generate new geometry (such as Sphere) through nodes that modify the geometry.
See geometry for more information on using geometry nodes.
SOP flags
Icon 
Key 
Description 


Q or B 
Bypass disables the node, making it pass its input geometry through to the output unchanged. This is useful for testing and visualizing the effect the node is having in the viewer. When a node is bypassed, the flag on the left of the node is lit yellow. 

None 
Lock "freezes" and caches the node’s input geometry. While the node is locked, the node uses the "frozen" geometry instead of cooking its inputs. This is usually not necessary and can be confusing (which is why the flag isn’t clickable on the node and doesn’t have a hotkey), but it has two potential benefits:
When a node is locked, the flag second from the left of the node is lit red, and a badge appears on the node. Don’t confuse this "lock" with locked digital assets. 

E 
Template makes the node’s geometry visible (and snapable) in the viewer even if the node doesn’t have the Display flag on. You can control how templated geometry is drawn in the viewport (for example, as wireframe, or shaded) in the viewport display options. Normally, clicking the template flag on a node turns off the template flag on all other nodes. You can ⇧ Shiftclick template flags to template multiple nodes at once. When the template flag is on, the flag second from the right of the node is lit maroon, and a maroon ring appears around the node. 

R 
Display marks the node whose geometry appears in the 3D viewer. Often this is at the end of the network, showing the cumulative output of the network, but you can (and will often) move the display flag around the network to check the output of different nodes. Normally, moving the display flag also moves the Render flag, but you can separate them, so you can set one node to provide the geometry in the viewer, and another node to provide geometry at render time. This can be useful to show proxy geometry in the viewer and render more detailed geometry. When the display flag is on, the flag on the right of the node is lit blue, and a blue ring appears around the node. 

T 
Render When the render flag is on, the flag on the right of the node is lit purple, and a purple circle appears around the node. 
Other SOP flags
You can set these flags by rightclicking a node and opening the Flags submenu.
Icon 
Key 
Description 


W 
You can ⌃ Ctrlclick the Template flag to set the Selectable Template flag. This makes the geometry visible and allows you to select components from the templated geometry in the viewport, in addition to components on the geometry with the Display flag. If you apply an operation (for example, PolyExtrude) to components from a selectable template, Houdini will automatically insert a Merge node to merge the templated geometry with the display geometry, and apply the operation to the components in the merged geometry. This can create a mess in the network if you aren’t careful, so in general you might want to avoid selectable template and create merges yourself and work on the merged geometry. 

None 
The Unload flag tells Houdini to not cache the geometry passing through the node. This saves memory, but slows down cooking. When node has the unload flag, a badge appears on the node. 
Nodes

Creates Points or Polygons, or adds points/polys to an input.

Creates agent primitives.

Adds new clips to agent primitives.

Defines how agents' animation clips should be played back.

Creates geometry describing possible transitions between animation clips.

Creates a new agent layer that is suitable for collision detection.

Creates point attributes that specify the rotation limits of an agent’s joints.

Builds a constraint network to hold an agent’s limbs together.

Edits properties of agent primitives.

Adds a new layer to agent primitives.

Adjusts the head of an agent to look at a specific object or position.

Adjusts the head of an agent to look at a specific object or position.

Adds various common point attributes to agents for use by other crowd nodes.

Adds various common point attributes to agents for use by other crowd nodes.

Provides simple proxy geometry for an agent.

Creates parentchild relationships between agents.

Adapts agents' legs to conform to terrain and prevent the feet from sliding.

Adds new transform groups to agent primitives.

Loads the geometry from an Alembic scene archive (.abc) file into a geometry network.

Creates a geometry group for Alembic primitives.

Modifies intrinsic properties of Alembic primitives.

Aligns a group of primitives to each other or to an auxiliary input.

Cleans up a series of break operations and creates the resulting pieces.

Blurs out (or "relaxes") points in a mesh or a point cloud.

Changes the size/precision Houdini uses to store an attribute.

Composites vertex, point, primitive, and/or detail attributes between two or more selections.

Copies attributes between groups of vertices, points, or primitives.

Adds or edits user defined attributes.

Deletes point and primitive attributes.

Allows simple VEX expressions to modify attributes.

Fades a point attribute in and out over time.

Interpolates attributes within primitives or based on explicit weights.

Copies and flips attributes from one side of a plane to another.

Promotes or demotes attributes from one geometry level to another.

Generates random attribute values of various distributions.

Renames or deletes point and primitive attributes.

Modifies point attributes based on differences between two models.

Edits string attribute values.

Copies, moves and swaps entire attributes.

Transfers vertex, point, primitive, and/or detail attributes between two models.

Transfers attributes between two geometries based on UV proximity.

Runs a VOP network to modify geometry attributes.

Runs a VEX snippet to modify attribute values.

Samples texture map information to a point attribute.

Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping.

Converts primitives for ODE and Bullet solvers.

Computes lighting values within volume primitives

Provides operations for moving knots within the parametric space of a NURBS curve or surface.

Applies deformations such as bend, taper, squash/stretch, and twist.

Deletes primitives, points, edges or breakpoints.

Computes a 3D metamorphosis between shapes with the same topology.

The start of a looping block.

The start of a compile block.

The end/output of a looping block.

The end/output of a compile block.

Supports Bone Deform by assigning capture weights to bones.

Supports Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes.

Supports Bone Capture Biharmonic by creating lines from bones with suitable attributes.

Supports Bone Deform by assigning capture weights to points based on distance to bones.

Uses capture attributes created from bones to deform geometry according to their movement.

Creates default geometry for Bone objects.

Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects.

Creates an axisaligned bounding box or sphere for the input geometry.

Creates a cube or sixsided rectangular box.

Breaks the input geometry using the specified cutting shape.

Deforms the points in the first input using one or more magnets from the second input.

Records and caches its input geometry for faster playback.

Closes open areas with flat or rounded coverings.

Converts array attributes into a single indexpair capture attribute.

Converts a single indexpair capture attribute into perpoint and detail array attributes.

Adjusts capture regions and capture weights.

Lets you paint capture attributes directly onto geometry.

Copies capture attributes from one half of a symmetric model to the other.

Overrides the capture weights on individual points.

Supports Capture and Deform operation by creating a volume within which points are captured to a bone.

Slices, cuts or extracts points or crosssections from a primitive.

Reads sample data from a chop and converts it into point positions and point attributes.

Creates open or closed arcs, circles and ellipses.

Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them.

Helps clean up dirty models.

Removes or groups geometry on one side of a plane, or creases geometry along a plane.

Captures lowres simulated cloth.

Deforms geometry captured by the Cloth Capture SOP.

Creates a volume representation of source geometry.

Fills a volume with a diffuse light.

Applies a cloud like noise to a Fog volume.

Lowlevel machinery to cluster points based on their positions (or any vector attribute).

Higherlevel node to cluster points based on their positions (or any vector attribute).

Creates geometry and VDB volumes for use with DOPs collisions.

Adds color attributes to geometry.

Adjust surface point normals by painting.

Creates lines between nearby pieces.

Creates an attribute with a unique value for each set of connected primitives or points.

Creates simple geometry for use as control shapes.

Converts geometry from one geometry type to another.

Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface.

Converts the input geometry into line segments.

Polygonizes metaball geometry.

Generates the oriented surface of a tetrahedron mesh.

Converts sparse volumes.

Converts a Point Cloud into a VDB Points Primitive, or vice versa.

Converts the isosurface of a volume into a polygonal surface.

Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input.

Copies geometry and applies transformations to the copies.

Copies the geometry in the first input onto the points of the second input.

Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP.

Deforms and animates a piece of geometry across a surface.

Populates a crowd of agent primitives.

Creates crowd agents to be used with the crowd solver.

Creates polygonal, NURBS, or Bezier curves.

Deforms a spline surface by reshaping a curve on the surface.

Finds the intersections (or points of minimum distance) between two or more curves or faces.

Imports fields from DOP simulations, saves them to disk, and loads them back again.

Imports scalar and vector fields from a DOP simulation.

Imports option and record data from DOP simulations into points with point attributes.

Generates point emission sources for debris from separating fractured rigid body objects.

Runs a VEX snippet to deform geometry.

Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy.

Removes polygons that overlap.

Smooths out (or "relaxes") point deformations.

Deletes edges from the input polygonal geometry merging polygons with shared edges.

Deletes points, primitives, and edges from the input geometry and repairs any holes left behind.

Divides, smooths, and triangulates polygons.

Imports and transforms geometry based on information extracted from a DOP simulation.

Creates a curve based on user input in the viewport.

Culls the input geometry according to the specifications of the For Each SOP.

Collapses edges and faces to their centerpoints.

Sharpens edges by uniquing their points and recomputing point normals.

Inserts points on the edges of polygons and optionally connects them.

Flips the direction of polygon edges.

Edits points, edges, or faces interactively.

Closes, opens, or clamps end points.

Sets an attribute on selected points or primitives to sequential numbers.

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

Pushes geometry out from the center to create an exploded view.

Extrudes geometry along a normal.

Extrudes surface geometry into a volume.

Controls the smoothness of faceting of a surface.

Evolves polygonal curves as vortex filaments.

Reads, writes, or caches geometry on disk.

Writes and reads geometry sequences to disk.

Reads and collates data from disk.

Creates smooth bridging geometry between two curves or surfaces.

Finds the shortest paths from start points to end points, following the edges of a surface.

Fits a spline curve to points, or a spline surface to a mesh of points.

Compresses the output of fluid simulations to decrease size on disk

Creates one or multiple volumes out of geometry to be used in a fluid simulation

Creates 3D text from Type 1, TrueType and OpenType fonts.

Repeatedly applies a set of SOPs to the input geometry.

Uses a metaball to attract or repel points or springs.

Creates jagged mountainlike divisions of the input geometry.

Creates a set of hairlike curves across a surface.

Merges or splits (uniques) points.

Adds strength to a glue constraint network according to cluster values.

Generates particles to be used as sources in a particlebased grain simulation.

Creates planar geometry.

Generates groups of points, primitives, or edges according to various criteria.

Combines point groups, primitive groups, or edge groups according to boolean operations.

Copies groups between two pieces of geometry, based on point/primitive numbers.

Deletes groups of points, primitives, edges, or vertices according to patterns.

Runs VEX expressions to modify group membership.

Sets group membership interactively by painting.

Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups.

Groups points and primitives by ranges.

Renames groups according to patterns.

Transfers groups between two pieces of geometry, based on proximity.

Resolves collisions of guide curves with VDB signed distance fields.

Deforms guides with an animated skin.

Allows intuitive manipulation of guide curves in the viewport.

Creates standard primitive groups used by grooming tools.

Quickly give hair guides some initial direction.

Creates and prepares parting lines for use with hair generation.

Looks up skin geometry attributes under the root point of guide curves.

Constructs a coherent tangent space along a curve.

Transfer hair guides between geometries.

Clumps guide curves together.

Generates hair on a surface or from points.

Generates a velocity field based on stroke primitives.

Generates an initial heightfield volume for use with terrain tools.

Blurs a terrain height field or mask.

Limits height values to a certain minimum and/or maximum.

Creates a copy of a height field or mask.

Extracts a square of a certain width/length from a larger height volume.

Advects the input volume through a noise pattern to break up hard edges and add variety.

Lets you draw shapes to create a mask for height field tools.

Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain.

Imports a 2D image map from a file or compositing node into a height field or mask.

Copies another layer over the mask layer, and optionally flattens the height field.

Composites together two height fields.

Sets all values in a heightfield layer to 0.

Sets the border voxel policy on a height field volume.

Creates a mask based on different features of the height layer.

Creates a mask based some other geometry.

Adds vertical noise to a height field, creating peaks and valleys.

Exports height and/or mask layers to disk as an image.

Lets you paint values into a height or mask field using strokes.

Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns.

Projects 3D geometry into a height field.

Applies a material that lets you plug in textures for different layers.

Remaps the values in a height field or mask layer.

Changes the resolution of a height field.

Scatters points across the surface of a height field.

Simulates loose material sliding down inclines and piling at the bottom.

Creates stepped plains from slopes in the terrain.

Stitches height field tiles back together.

Splits a height field volume into rows and columns.

Height field specific scales and offsets.

Visualizes elevations using a custom ramp material, and mask layers using tint colors.

Makes holes in surfaces.

Deforms the points in the first input to make room for the inflation tool.

Instances Geometry on Points.

Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves.

Composes triangle surfaces and curves together into a single connected mesh.

Builds an offset surface from geometry.

Generates an isometric surface from an implicit function.

The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes.

Divides, deletes, or groups geometry based on an interactively drawn line.

Creates fractal geometry from the recursive application of simple rules.

Deforms geometry based on how you reshape control geometry.

Lets you maintain multiple layers of attributes.

Reads a lidar file and imports a point cloud from its data.

Creates polygon or NURBS lines from a position, direction, and distance.

Animates points using an MDD file.

Deforms geometry by using another piece of geometry to attract or repel points.

Aligns the input geometry to a specific axis.

Resizes and recenters the geometry according to reference geometry.

Reorders the primitive and point numbers of the input geometry to match some reference geometry.

Assigns one or more materials to geometry.

Measures volume, area, and perimeter of polygons and puts the results in attributes.

Merges geometry from its inputs.

Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged.

Creates metaballs and metasuperquadric surfaces.

Duplicates and mirrors geometry across a mirror plane.

Displaces points along their normals based on fractal noise.

Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives

Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles

BETA: Helper node for creating muscle strokes.

Creates a "naming" attribute on points or primitives allowing you to refer to them easily, similar to groups.

Computes surface normal attribute.

Does nothing.

Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.

Deforms input geometry based on ocean "spectrum" volumes.

Deforms input geometry based on ocean "spectrum" volumes.

Generates particlebased foam

Generates particles and volumes from ocean "spectrum" volumes for use in simulations

Generates particles and volumes from ocean "spectrum" volumes for use in simulations

Generates volumes containing information for simulating ocean waves.

Instances individual waveforms onto input points and generated points.

Executes an OpenCL kernel on geometry.

Marks the output of a subnetwork.

Contains a Particle node network.

Packs geometry into an embedded primitive.

Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk.

Packs points into a tiled grid of packed primitives.

Editing Packed Disk Primitives.

Editing Packed Primitives.

Lets you paint color or other attributes on geometry.

Creates a color volume based on drawn curve

Creates a fog volume based on drawn curve

Creates an SDF volume based on drawn curve

Creates simple particle simulations without requiring an entire particle network.

Generates a surface around the particles from a particle fluid simulation.

Creates a set of regular points filling a tank.

Places points and primitives into groups based on a usersupplied rule.

Moves primitives, points, edges or breakpoints along their normals.

Creates platonic solids of different types.

Manually adds or edits point attributes.

Constructs an iso surface from its input points.

Deforms geometry on an arbitrary connected point mesh.

Creates new points, optionally based on point positions in the input geometry.

Jitters points in random directions.

Moves points with overlapping radii away from each other, optionally on a surface.

Generates a cloud of points around the input points.

Creates set of regular points filling a volume.

Creates flat or tubeshaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge.

Creates offset polygonal geometry for planar polygonal graphs.

Extrudes polygonal faces and edges.

Creates straight, rounded, or custom fillets along edges and corners.

Bevels points and edges.

Breaks curves where an attribute crosses a threshold.

Helps repair invalid polygonal geometry, such as for cloth simulation.

Extrudes polygonal faces and edges.

Fills holes with polygonal patches.

Creates coordinate frame attributes for points and vertices.

Creates new polygons using existing points.

Creates a smooth polygonal patch from primitives.

Cleans up topology of polygon curves.

Reduces the number of polygons in a model while attempting to preserve its shape.

Combines polygons into a single primitive that can be more efficient for many polygons

The PolySpline SOP fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline.

Divides an existing polygon into multiple new polygons.

Divides an existing polygon into multiple new polygons.

Stitches polygonal surfaces together, attempting to remove cracks.

Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections.

Assigns channel paths and/or pickscripts to geometry.

Edits primitive, primitive attributes, and profile curves.

Takes a primitive attribute and splits any points whose primitives differ by more than a specified tolerance at that attribute.

Extracts or manipulates profile curves.

Creates profile curves on surfaces.

Runs a Python snippet to modify the incoming geometry.

Attaches RenderMan shaders to groups of faces.

Generates surfaces by stretching crosssections between two guide rails.

Projects one surface onto another.

Increases the number of points/CVs in a curve or surface without changing its shape.

Scatters new guides, interpolating the properties of existing guides.

Recreates the shape of the input surface using "highquality" (nearly equilateral) triangles.

Repacks geometry as an embedded primitive.

Resamples one or more curves or surfaces into even length segments.

Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.

Reverses or cycles the vertex order of faces.

Revolves a curve around a center axis to sweep out a surface.

Rewires vertices to different points specified by an attribute.

Generates ripples by displacing points along the up direction specified.

Generates round fillets of a specified radius between two surfaces.

Scatters new points randomly across a surface or through a volume.

Runs scripts when cooked.

Lets you interactively reshape a surface by brushing.

Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors…

Computes the convex hull of the input geometry and moves its polygons inwards along their normals.

Takes the convex hull of input geometry and moves its polygons inwards along their normals.

Builds a skin surface between any number of shape curves.

Creates a sky filled with volumentric clouds

Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.

Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points.

Moves the selected point along its normal, with smooth rolloff to surrounding points.

Moves the selected point, with smooth rolloff to surrounding points.

Creates a tetrahedral mesh that conforms to a connected mesh as much as possible.

Creates a simple tetrahedral mesh that covers a connected mesh.

Creates a partition of a tetrahedral mesh that can be used for finiteelement fracturing.

Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame.

Reorders points and primitives in different ways.

Creates a sphere or ovoid surface.

Splits primitives or points into two streams.

Spray paints random points onto a surface.

Simulates the behavior of points as if the edges connecting them were springs.

A SOP node that sets the sprite display for points.

Insets points on polygonal faces.

Caches the input geometry in the node on command, and then uses it as the node’s output.

Stretches two curves or surfaces to cover a smooth area.

Low level tool for building interactive assets.

Simplifies the building of tools that incrementally modify geometry based on strokes.

Subdivides polygons into smoother, higherresolution polygons.

The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor.

Generates an isoquadric surface.

Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces.

Creates a surface by sweeping crosssections along a backbone curve.

Switches between network branches based on an expression or keyframe animation.

Reads a CSV file creating point per row.

Creates a pig head, which can be used as test geometry..

Creates a rubber toy, which can be used as test geometry.

Creates a shader ball, which can be used to test shaders.

Creates a squab, which can be used as test geometry.

Creates a soldier, which can be used as test geometry.

Test Simulation: Crowd Transition
Provides a simple crowd simulation for testing transitions between animation clips.

Provides a simple Bullet simulation for testing the behavior of a ragdoll.

Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh

Performs variations of a Delaunay Tetrahedralization.

Retimes the input to a different time range.

Blends intraframe values for geometry.

Cooks the input at a different time.

Sets attributes used by the Toon Color Shader and Toon Outline Shader.

Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry.

Creates a torus (doughnut) shaped surface.

Traces curves from an image file.

Creates trails behind points.

The Transform operation transforms the source geometry in "object space" using a transformation matrix.

Transforms the input geometry relative to a specific axis.

Transforms the input geometry by a point attribute.

Transforms input geometry according to transformation attributes on template geometry.

Creates a triangular Bezier surface.

Refines triangular meshes using various metrics.

Connects points to form wellshaped triangles.

Trims away parts of a spline surface defined by a profile curve or untrims previous trims.

Creates open or closed tubes, cones, or pyramids.

Applies deformations such as bend, linear taper, shear, squash/stretch, taper, and twist.

Adjusts texture coordinates in the UV viewport by painting.

Lets you interactively move UVs in the texture view.

Creates flattened pieces in texture space from 3D geometry.

Merges UVs.

Rewrites UVs by packing the UV islands into a specific area.

Relaxes UVs by pulling them out toward the edges of the texture area.

Assigns UVs by projecting them onto the surface from a set direction.

Applies an image file as a textured shader to a surface.

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, nonoverlapping groups.

Processes geometry using an external program.

Unpacks packed primitives.

Unpacks the components of a groom from a packed groom.

Unpacks points from packed primitives.

Creates one or more empty/uniform VDB volume primitives.

Activates voxel regions of a VDB for further processing.

Expand or contract signed distance fields stored on VDB volume primitives.

Moves points in the input geometry along a VDB velocity field.

Moves SDF VDBs in the input geometry along a VDB velocity field.

Computes an analytic property of a VDB volumes, such as gradient or curvature.

Clips VDB volume primitives using a bounding box or another VDB as a mask.

Combines the values of two aligned VDB volumes in various ways.

Tests VDBs for Bad Values and Repairs.

Cuts level set VDB volume primitives into multiple pieces.

Build an LOD Pyramid from a VDB.

Blends between source and target SDF VDBs.

Create a mask of the voxels in shadow from a camera for VDB primitives.

Manipulates the Internal Groups of a VDB Points Primitive.

Removes divergence from a Vector VDB.

Fixes signed distance fields stored in VDB volume primitives.

Resamples a VDB volume primitive into a new orientation and/or voxel size.

Reshapes signed distance fields in VDB volume primitives.

Splits SDF VDBs into connected components.

Smooths out the values in a VDB volume primitive.

Smooths out SDF values in a VDB volume primitive.

Creates an SDF VDB based on the active set of another VDB.

Merges three scalar VDB into one vector VDB.

Splits a vector VDB primitive into three scalar VDB primitives.

Replaces a VDB volume with geometry that visualizes its structure.

Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation.

Converts point clouds and/or point attributes into VDB volume primitives.

Converts polygonal surfaces and/or surface attributes into VDB volume primitives.

Fills a VDB volume with adaptivelysized spheres.

References a VEX program that can manipulate point attributes.

Verify that a bsdf conforms to the required interface.

Manually adds or edits attributes on vertices (rather than on points).

Takes a vertex attribute and splits any point whose vertices differ by more than a specified tolerance at that attribute.

Shows/hides primitives in the 3D viewer and UV editor.

Lets you attach visualizations to different nodes in a geometry network.

Creates a volume primitive.

Computes analytic properties of volumes.

Computes a speeddefined travel time from source points to voxels.

Blurs the voxels of a volume.

Bounds voxel data.

Cuts polygonal objects using a signed distance field volume.

Recompresses Volume Primitives.

Convolves a volume by a 3×3×3 kernel.

Compute the Fast Fourier Transform of volumes.

Feathers the edges of volumes.

Flattens many volumes into one volume.

Combines the scalar fields of volume primitives.

Remaps a volume according to a ramp.

Rasterizes into a volume.

Converts a curve into a volume.

Converts fur or hair to a volume for rendering.

Converts a point cloud into a volume.

Converts a point cloud into a volume.

Reduces the values of a volume into a single number.

Resamples the voxels of a volume to a new resolution.

Resizes the bounds of a volume without changing voxels.

Builds a Signed Distance Field from an isocontour of a volume.

Extracts 2d slices from volumes.

Splices overlapping volume primitives together.

Stamps volumes instanced on points into a single target volume.

Adaptively surfaces a volume hierarchy with a regular triangle mesh.

Computes a trail of points through a velocity volume.

Runs CVEX on a set of volume primitives.

Computes a velocity volume.

Adjusts attributes for multivolume visualization.

Runs a VEX snippet to modify voxel values in a volume.

Sets the voxels of a volume from point attributes.

Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points

Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts.

Cuts the geometry into small pieces according to a set of cuts defined by polylines.

Creates the point attributes needed to create a Vortex Force DOP.

Generates emission particles and volumes to be used as sources in a Whitewater simulation.

Morphs between curve shapes while maintaining curve length.

Captures surfaces to a wire, allowing you to edit the wire to deform the surface.

Deforms geometry captured to a curve via the Wire Capture node.

Transfers the shape of one curve to another.

Constructs polygonal tubes around polylines, creating renderable geometry.