houdini-bridge-mcp MCP Server

A Windows-native MCP (Model Context Protocol) server that lets an AI chat client drive SideFX Houdini across a broad swath of its creative surface — through a fixed catalog of typed, validated tools…

Local serverstdio

What is the houdini-bridge-mcp Server?

houdini-bridge-mcp is an MCP project maintained in the eviscerations/houdini-bridge-mcp repository. The maintainer describes its purpose as “A Windows-native MCP (Model Context Protocol) server that lets an AI chat client drive SideFX Houdini across a broad swath of its creative surface —…”. Read the project documentation for the complete scope.

Local setup

The project provides a local client configuration using <path-to-repo>\gateway\target\release\houdini-bridge-mcp.exe. Follow the repository’s build and installation steps before copying it, and replace example paths with the paths on your own computer.

Configuration values

The example declares HMCP_GW_HEADLESS. Secret-looking values have been replaced with placeholders. Required and optional labels are shown only when the documentation states them.

Source

Project documentation · Repository · Discovery listing. This profile records the public documentation checked on 2026-10-08.

Recorded tools

Check the linked publisher documentation and your connected client's tool list. Names and availability can vary with the server version and account permissions.

ToolWhat it does
acquire_terrainFetch real-world elevation for a place and prep it to Houdini-ready tiles in the working directory.
create_geoCreate an empty /obj geometry, optionally seeded with a starting primitive SOP.
import_pointcloudLoad / import a .ply or .bgeo POINT CLOUD (LIDAR, photogrammetry, scan points) into a new /obj geometry via a File SOP. up_axis z_up rotates Z-up survey data…
import_heightfieldImport a prepared DEM (.npy + .json sidecar) as a Houdini height volume, placed at true elevation on a shared project origin (Z-negated).
import_ecef_tilePin a prepped DEM tile (a prep_ecef .npy of (H,W,3) positions) onto the globe as a curved quad mesh at its true position and elevation.
list_working_dirList the files + folders in the confined WORKING DIRECTORY so you can DISCOVER what assets are present before importing — the answer to 'can you see my file?'.
import_geoLoad / import a MESH geometry file — .obj, .bgeo/.bgeo.sc, .fbx, .stl, .ply, .geo and other File-SOP formats — into a new /obj geometry. include_prim_types…
import_alembicLoad / import an Alembic archive (.abc) — animated/cached meshes, cameras and transforms — into a new /obj geometry via an Alembic SOP. groupnames chooses…
trace_rasterTrace / vectorize an image raster (.png/.jpg/.tif) into 2D outline CURVES via the Trace SOP — turn a logo, silhouette, mask or map into polygon curves to…
osm_filterSideFX Labs OSM Filter — keeps only the wanted feature classes from imported OpenStreetMap geometry (input 0 = an osm_import output).
osm_buildingsSideFX Labs OSM Buildings — extrudes 3D building masses from the closed OpenStreetMap footprint polygons on input 0 (an osm_import / osm_filter output carrying
obj_importerSideFX Labs OBJ Importer — a fresh /obj geo that imports a Wavefront .obj file (file, READ-confined) with an optional custom .mtl (custom_mtl, READ-confined).
fbx_archive_importSideFX Labs FBX Archive Import — a fresh /obj geo that imports an FBX file (file, READ-confined) as merged Houdini geometry, optionally with materials /…
multi_fileSideFX Labs Multi File — a fresh /obj geo that imports up to eight geometry files at once (file1..file8, each READ-confined) and merges them, optionally…
regions_from_imageSideFX Labs Regions From Image — a fresh /obj geo that reads an image (image, READ-confined) and generates color-quantized region geometry (num_colors regions;
trace_psd_fileSideFX Labs Trace PSD File — a fresh /obj geo that reads a layered image (file, READ-confined; a Photoshop .psd) and traces its layers into 2D polygon…
las_importNative LAS/LAZ/E57 LIDAR ingestion (the real survey/aerial delivery format) into a new /obj geo.
osm_importImport OpenStreetMap roads/buildings/footprints (venue-context geometry) into a new /obj geo.
usd_import_sopImport a USD file into SOP geometry inside a fresh /obj geo (the SOP-context usdimport — the read bridge from a USD stage down into native Houdini SOPs).
heightfield_cropCrop / resize / re-window a height volume to a size box in metres. sizex/sizey are the window width and length; center [x,y,z] positions the window (slide it…
heightfield_patchTransfer/blend features from a patch height volume (input1) onto a base (input0) with a smooth boundary — mosaic adjacent DEM tiles or stamp a masked region.…
convert_heightfieldConvert a height volume into renderable/exportable geometry. conversion picks the output (poly \
heightfield_morphGrayscale morphology on a named /obj heightfield's height layer, built server-side as a chain of separable min/max volume-wrangles (no single native SOP).…
heightfield_fillMasked Laplacian relaxation, built server-side as a chain of Jacobi volume-wrangles (no single native SOP): fill masked voxels (mask==1) by averaging…
heightfield_tilesplitSplit a heightfield into a tiles_x by tiles_y grid (native LOD / streaming / per-tile game-engine export).
heightfield_clipClip height values to a min/max band (outlier clamp / mesa flattening). minheight/maxheight are the clip floor/ceiling (each auto-enables its clip toggle)…
heightfield_cutoutCut out a non-rectangular heightfield region bounded by geometry (input1), writing the Alpha display layer (cutout at Alpha=0.5).
heightfield_erodeHydraulic + thermal erosion at a chosen feature scale (HeightField Erode 3.0).
heightfield_visualizeColor-ramp a heightfield so its elevation (and an optional mask tint) is visible in the viewport — inserts in native voxel space. layer is the height layer…
heightfield_maskbyfeatureMask terrain by one or more features (slope / height / facing direction / curvature) — isolate peaks, valleys, snow-line, plantable ground.
heightfield_maskbyocclusionAmbient-occlusion mask (cavities / crevices / sheltered ground) into the mask layer — occlusion is how much of a sphere around each voxel is blocked by…
heightfield_maskbyshadowMask the areas shadowed from a given sun direction (drives snow-melt, moss, sun/shade dressing). lightdir is the sun azimuth in degrees (0=light along +X…
heightfield_maskbyobjectMask a heightfield region from other geometry (input1, object-merged) into the mask layer — the 2D outline of surface geometry, or the intersection of a…
heightfield_flattenFlatten a masked region of a heightfield (erase features, or level a building footprint). method: value = set masked area to elevation (setting elevation…
heightfield_maskbyconcavityMask concave regions (riverbeds / valleys / gullies) into a mask layer — concavity is measured by sky visibility (rays cast from each voxel).…
heightfield_deformDeform geometry by a CHANGING heightfield: points rise/fall (and optionally rotate to the new slope) by the difference between the rest and current terrain —…
heightfield_layerPer-layer utility on a named heightfield layer. op=clear sets every voxel of the layer to value. op=prop sets the layer's border-extension policy border…
terrain_analysisLabs Terrain Analysis: write slope / curvature point attributes for scattering, pathfinding and shading.
add_tile_packedLoad a baked .bgeo(.sc) tile as a packed-disk primitive (delay-loaded, near-zero display cost) into a new /obj geo — the memory-safe way to stream many terrain
set_tile_lodFlip one packed tile's viewport LOD (box proxy full geometry) for a hero swap — targets the packed_tile File SOP created by add_tile_packed under the named…
heightfield_noiseAdd procedural noise to a heightfield layer (full noise surface: combine, amp/scale/offset, basis+fractal, octaves, gain/bias, clipping, lattice/gradient…
heightfield_blurBlur / box-blur / expand / shrink / sharpen a heightfield layer.
heightfield_flowfieldRain onto a heightfield and slump the water downhill to compute flow / flow-direction layers (drives erosion masks, deposition, quick topographic valleys).
heightfield_projectRaycast input geometry (object, object-merged onto input1) onto a heightfield layer as 3D height — stamp real geometry into the terrain (for a flat 2D…
heightfield_scatterScatter tagged points across a heightfield using its mask layer (asset / instance placement, heightfield_scatter 2.0).
heightfield_terraceCut stepped terraces / mesas into a heightfield (heightfield_terrace 2.0) with undulation noise and mesa/cliff slope masks.
heightfield_remapRemap a heightfield LAYER's value range (heightfield_remap) — rescale height/mask/any scalar layer from [input_min,input_max] to [output_min,output_max]…
heightfield_resampleResample a heightfield to a new resolution (heightfield_resample) — down-res a huge DEM for fast iteration, or up-res before erosion/export. resolution_scale…
hf_combine_masksSideFX Labs Combine Masks — merges and post-processes heightfield MASK layers on the incoming heightfield (input, input 0).
hf_insert_maskSideFX Labs Insert Mask — copies a named MASK/height layer from a second heightfield (mask, input 1) into the base heightfield (input, input 0).
terrain_segmentSideFX Labs Terrain Segment — splits the incoming heightfield (input, input 0) into a tiles_x x tiles_y grid of meshed terrain tiles (its cooked SOP output…
terrain_textureSideFX Labs Terrain Texture — WIRE-ONLY terrain map baker: bakes normal / height / occlusion / cavity / curvature maps of the incoming terrain (input, input 0)
terrain_layer_exportSideFX Labs Terrain Layer Export — WIRE-ONLY exporter SOP that writes the incoming heightfield (input, input 0) as Unreal/Unity landscape heightmap +…
terrain_layer_importSideFX Labs Terrain Layer Import — SOURCE node (0 inputs) that reads an Unreal/Unity landscape heightmap image (sHeightmap) into a fresh /obj heightfield.…
biome_defineSideFX Labs Biome Define — defines ONE biome's climate profile (name + average temperature/precipitation + soil flag) as a config point-stream.
biome_plant_defineSideFX Labs Biome Plant Define — defines ONE plant species and its climate tolerances (lower/preferred/upper temperature & precipitation), habit…
biome_definitions_fileSideFX Labs Biome Definitions File — serializes a biome library to / from JSON.
biome_plant_definitions_fileSideFX Labs Biome Plant Definitions File — serializes the plant-species library to / from JSON (mirror of biome_definitions_file for plant_define).
biome_profileSideFX Labs Biome Profile — holds/writes the combined biome PROFILE (the biomeprofile.json that biome_initialize / region_assign / curve nodes consume) with…
biome_initializeSideFX Labs Biome Initialize — the pipeline entry: takes a terrain and a biome-region source and outputs the prepared Terrain (output 0) + Biome Regions…
biome_region_assignSideFX Labs Biome Region Assign — assigns the biome regions of the incoming region source (input, input 0) against the biome library, emitting Biome Regions…
biome_attributes_evolveSideFX Labs Biome Attributes Evolve — evolves the climate attribute layers (temperature / precipitation / soil) across the incoming terrain (input, input 0)…
biome_attributes_to_terrainSideFX Labs Biome Attributes To Terrain — bakes the biome climate attributes onto the incoming terrain (input, input 0) as named heightfield layers…
biome_curve_setupSideFX Labs Biome Curve Setup — tags an authored region CURVE (input, input 0 — a hand-drawn boundary) with the biome it belongs to (biomename_curve) and a…
biome_curve_labelSideFX Labs Biome Curve Label — labels a region CURVE (input, input 0) directly with explicit climate values (temperature / precipitation / soil / biome…
region_assignment_subutilSideFX Labs Region Assignment (subutility) — an internal plumbing helper used inside the biome region pipeline: it loops lpcount times over the incoming…
convert_regions_to_curves_subutilSideFX Labs Convert Regions To Curves (subutility) — converts region POLYGONS on the incoming geometry (input, input 0) into boundary CURVE primitives, one…
remeshEven-triangulation remesh (Remesh 2.0) — rebuild a triangulated / scan surface into well-shaped, evenly sized triangles for smoothing, simulation, or clean…
polyreduceDecimate (PolyReduce 2.0) — collapse a mesh to a fraction of its polycount for LOD / real-time delivery while keeping silhouette and features. target chooses…
booleanBoolean (mesh CSG) of A against B (boolean::2.0) — cut/combine solids.
sweepSweep a cross-section along a backbone curve to make a SURFACE — the curve→geometry keystone: pipes, cables, ropes, rails, road/river ribbons, architectural…
polyextrudeExtrude polygon faces outward along their normals (polyextrude::2.0) — the workhorse for buildings from footprints, greebles, thickening. distance = push…
polybevelBevel/round edges or points (polybevel::3.0) — the hard-surface edge-softening op (chamfers, fillets, weld seams). offset = fillet size; divisions = round…
deformSingle-node deformer, chosen by op: bend (bends the geometry along an axis, amount = angle°), twist (amount = twist strength°), mountain (displaces along…
drapeProject/drape the input points onto a collision surface — settle scattered props, curves, or a grid onto terrain.
transformMove / rotate / scale 3D GEOMETRY in the scene (Transform SOP) — position an object or a point/prim group in 3D space. translate, rotate (deg), uniform +…
select_groupBounded selection then delete-inverse; bbox keeps geometry inside, else pattern selects a named group.
mergeMerge several SOPs into one stream.
switchOutput ONE of several inputs, selected by an integer index — variant/LOD assembly and A/B toggles.
nullNo-op passthrough / named waypoint — the LANDMARK convention: plant a null after each meaningful result and name it OUT_ (a stable result handle; downstream…
sortDeterministically reorder points and/or prims — stable ids for copy-stamp / instancing determinism.
polysplit_loopInsert parametric edge LOOP(s) (polysplit::2.0 Edge-Loop mode) — add supporting/control loops while keeping quads.
poly_splitCut a FREEFORM edge path across faces (polysplit::2.0 Shortest-Distance mode) — route a new edge run 'up and over' n-gons / boolean seams to recover quads, the
copy_transformCopy-and-Transform (copyxform): N copies of the input, each with a CUMULATIVE incremental transform (copy i gets i× the translate/rotate/scale).
helixCreate a fresh /obj geo with a helix / coil curve (spiral SOP) — the spring / coil / thread generator (ejector-rod spring, bolt thread, DNA strand, spiral…
polywireSurface a curve / wire into solid tube geometry (polywire) — springs, cables, pipes, ropes, wireframe renders, neurons, branches. divisions=cross-section sides
convex_decomposeApproximate CONVEX DECOMPOSITION (convexdecomposition) — break a concave mesh into a set of convex hull pieces, the standard way to make cheap RBD/physics…
set_colorAssign a constant color.
uvUV via mode: project (uvproject), unwrap (uvunwrap auto), layout (uvlayout::3.0 atlas packing), transform (uvtransform), or flatten (uvflatten::3.0…
uv_transferTransfer a UV set from a SOURCE mesh onto the input geometry — restore UVs a topology change (remesh/quad_remesh/polyreduce) destroyed.
create_primitiveCreate a fresh /obj geo with a primitive SOP (box/grid/sphere/tube/line/circle/platonic/torus) — the starting block for hard-surface + organic modelling.
skinLoft/skin a surface across ordered profile curves — input is a SOP holding several profile primitives (merge parallel curves first); skin lofts across them…
revolveLathe a profile curve around an axis → a surface of revolution (vase, tube, bottle, wheel, lampshade). axis+origin define the spin axis (default Y through…
mirrorReflect geometry across a plane and (by default) weld the seam. axis=x\
dissolveDissolve an edge (or point) group, MERGING the adjacent faces — topology simplification (unlike blast, which deletes and leaves a hole).
bridgeBridge two edge loops into a connecting tube/skirt (polybridge).
pointdeformWrap-deform input by the motion of a cage: rest_cage (input1) → deformed_cage (input2).
creaseWrite creaseweight on an edge group so a downstream subdivide keeps those edges SHARP — the key to credible subdivision-surface hard-surface modeling. group…
divideDivide/triangulate polygons. triangulate (convex, default on) with max_sides; smooth (Catmull-style subdivide) with divisions; brick=true +…
polyexpand2dOffset 2D curves into variable-width outlines/ribbons — roads from OSM curves, panel lines, insets. input = a 2D curve SOP. offset = half-width; output=curves\
lsystemCreate a fresh /obj geo with an L-system (procedural branching curves or swept tubes — trees, coral, lightning, growth). premise = the axiom; rules = a list of
create_curveCreate a fresh /obj geo holding a curve built from caller-supplied points.
tree_trunk_generatorSideFX Labs Tree Trunk Generator — the ROOT of the modular tree chain.
tree_controllerSideFX Labs Tree Controller — a SOURCE node (0 inputs, 1 output) holding tree-wide settings (gravity / bend / light tropism, seam booleaning, LOD).
tree_branch_generatorSideFX Labs Tree Branch Generator — THE workhorse: grows one level of lateral branches off a parent.
tree_simple_leafSideFX Labs Tree Simple Leaf — builds a fresh /obj geo holding ONE leaf (or needle) template card; wire its output into tree_leaf_generator's leaf input to…
tree_leaf_generatorSideFX Labs Tree Leaf Generator — the chain terminus: scatters the leaf template over the branches.
quick_basic_treeSideFX Labs Quick Basic Tree — one-call convenience tree grown from input (a base surface / point set), complementing the modular chain.
maps_bakerSideFX Labs Maps Baker — WIRE-ONLY LOD-atlas texture bake.
capsuleSideFX Labs Capsule — a fresh /obj geo holding a capsule primitive (a cylinder body with two hemispherical caps). radius/height size it, sides sets radial…
cylinder_generatorSideFX Labs Cylinder Generator — a fresh /obj geo holding a procedural cylinder/cone/tube with more control than the native tube. uniformradius ties top+base…
disc_generatorSideFX Labs Disc Generator — a fresh /obj geo holding a flat disc / ring / annulus. innerradius>0 makes a ring/washer; outerradius is the rim.…
hexagon_gridSideFX Labs Hexagon Grid — a fresh /obj geo holding a hex-tiled grid. type=polygon builds hex faces (mesh); type=points outputs just the hex centers. gridshape
quad_sphere_generatorSideFX Labs Quad Sphere Generator — a fresh /obj geo holding a quad-only (subdivided-cube) sphere with clean even topology (unlike the pole-pinched native…
simple_shapesSideFX Labs Simple Shapes — a fresh /obj geo holding one of a family of 2D profile shapes selected by shape…
superformula_shapesSideFX Labs Superformula Shapes — a fresh /obj geo holding a 2D shape from the superformula family, selected by shapeselect…
quadrangulateSideFX Labs Quadrangulate (labs::quadrangulate::2.0) — converts a triangulated mesh into quads by merging triangle pairs (topology-preserving; NOT a full…
voxelmeshSideFX Labs VoxelMesh (labs::voxelmesh::2.0) — rebuilds input (input 0) into a watertight mesh by rasterizing it to a VDB at resolution voxels across the…
connect_polygon_neighboursSideFX Labs Connect Polygon Neighbours (labs::connect_polygon_neighbours::1.0) — emits a point at each polygon centroid of input (input 0) and (default mode)…
edge_group_to_polylinesSideFX Labs Edge Group to Polylines (labs::edge_group_to_polylines::1.0) — extracts the edges named by edgegroup from input (input 0) as individual polyline…
edgegroup_to_curveSideFX Labs Edge Group to Curve (labs::edgegroup_to_curve::1.1) — like edge_group_to_polylines but stitches the edges named by group into connected, ordered…
symmetrizeSideFX Labs Symmetrize (labs::symmetrize) — mirrors input (input 0) across the plane defined by origin + direction (normal) and welds the halves into a…
thickenSideFX Labs Thicken (labs::thicken::1.1) — gives a surface / open shell thickness by extruding it along its normals by depth and bridging the walls (solidify).
boolean_curveSideFX Labs Boolean Curve — 2D/curve boolean of two curve inputs.
curve_branchesSideFX Labs Curve Branches — scatters child branch curves along the input curve(s) (input 0).
curve_resample_by_densitySideFX Labs Curve Resample by Density — resamples the input curve (input 0) with a non-uniform point density.
curve_sweepSideFX Labs Curve Sweep — sweeps a cross-section along the backbone curve (input 0) to build a tube/ribbon.
merge_splinesSideFX Labs Merge Splines — fuses/merges overlapping spline curves into a connected network.
polywire_uvSideFX Labs PolyWire UV — builds UV'd polywire tubes around an edge network or curve (input 0).
progressive_resampleSideFX Labs Progressive Resample — evenly resamples the input curve (input 0) with a progressive segment length driven by a per-point pscale attribute.
spiralSideFX Labs Spiral — a SOURCE node (0 inputs): builds a fresh /obj geo holding a spiral / helix curve.
sweep_geometrySideFX Labs Sweep Geometry — instances/sweeps a cross-section MESH along a backbone curve.
view_vertex_orderSideFX Labs View Vertex Order — annotates the input geometry (input 0) with a vertex-order visualization: per-element color plus optional order arrows, passing
box_clipSideFX Labs Box Clip — clips input (input 0) against an axis-aligned box, keeping the geometry that survives the enabled side planes (each neg/pos toggle turns
boxcutterSideFX Labs BoxCutter — a boolean box cutter for input (input 0): subtracts, shatters or unions a transformable box against the mesh. boolean_op picks the…
boxcutter_subutilSideFX Labs BoxCutter Sub-Utility — the single-shape boolean box cutter underlying boxcutter, usable standalone on input (input 0). operation picks…
mesh_sliceSideFX Labs Mesh Slice — slices input (input 0) with an axis-aligned grid of cutting planes (divisions_x/_y/_z planes per axis) and (with fill_holes) caps…
polysliceSideFX Labs PolySlice — slices input (input 0) with num_slices parallel planes, positioned/oriented by center (vec3), size (vec3), scale and rotate (vec3).…
split_prim_by_normalSideFX Labs Split Prim by Normal — selects the primitives of input (input 0) whose normal points along axis in the chosen direction, within spread_angle…
polyscalpelSideFX Labs PolyScalpel — slices the source mesh input (input 0) wherever the required cutter geometry (input 1) crosses it. cutting_geo_type MUST match the…
calculate_occlusionSideFX Labs Calculate Occlusion — ambient-occlusion / cavity analysis: ray-casts against the surface (and an optional occluder on input 1) and writes an…
calculate_slopeSideFX Labs Calculate Slope — computes surface slope (angle of each point's normal from the up axis) into point attribute sSlopeAttribute (plus a display Cd…
calculate_thicknessSideFX Labs Calculate Thickness — measures local mesh thickness by casting numrays inward rays per point and writes the distance into point attribute…
distance_from_borderSideFX Labs Distance From Border — for each point computes the distance to the nearest open boundary/border edge and writes it into point attribute distattr…
edge_colorSideFX Labs Edge Color — writes a display Cd that highlights convex vs concave edges (a wear/curvature visualization used to drive edge-damage masks).
fast_gaussian_curvatureSideFX Labs Fast Gaussian Curvature — computes discrete Gaussian curvature (angle defect) into point attribute attribname_curv (default curvature) plus an…
measure_curvatureSideFX Labs Measure Curvature — measures surface curvature into point attributes convexityattr (default convexity) and concavityattr (default concavity)…
physical_ambient_occlusionSideFX Labs Physical Ambient Occlusion — a physically-based AO bake into point attribute outputattrib (default ao_mask; plus a display Cd).
spectral_feature_extractSideFX Labs Spectral Feature Extract — spectral (diffusion/PDE) feature analysis: extracts multi-scale features from an input point attribute and writes…
validate_geometry_typeSideFX Labs Validate Geometry Type — a pipeline GUARD: passes the input geometry through unchanged while asserting a rule about it, raising a…
autouvSideFX Labs Auto UV — one-click automatic UV: auto-seams the mesh, flattens each island (SCP/ABF), then packs them into an atlas.
uv_unwrap_cylinderSideFX Labs UV Unwrap Cylinder — cylindrical UV unwrap for pipes / tubes / limbs.
inside_face_uvsSideFX Labs Inside Face UVs — flatten UVs onto the interior ("inside") faces of a fractured mesh so the fracture interior can be textured.
automatic_trim_textureSideFX Labs Automatic Trim Texture — non-interactively fit the mesh's UV islands onto a trim-sheet atlas.
calculate_uv_distortionSideFX Labs Calculate UV Distortion — measure how much the UV layout stretches/squashes each element vs 3D and write it to distortionattribute (default…
merge_small_islandsSideFX Labs Merge Small Islands — merge UV islands whose relative area is below cutoff into an adjacent island and re-flatten, reducing island count for…
remove_uv_distortionSideFX Labs Remove UV Distortion — iteratively relax UV stretching by pushing distorted vertices ("peaks") in / pulling squashed ones ("holes") out.
texel_densitySideFX Labs Texel Density — measure and (optionally) equalize texels-per-unit across a UV'd mesh for a given texturesize.
uv_remove_overlapSideFX Labs UV Remove Overlap — detect UV islands overlapping in the 0-1 tile (rasterized at resolution) and, when repairoverlaps is on, nudge them apart…
uv_unitizeSideFX Labs UV Unitize — remap each primitive (or each UV island) so its UVs fill the 0-1 unit square — standard prep for trim-sheet / tiling-texture…
building_from_patternsSideFX Labs Building From Patterns — arranges building MODULES over a blockout using a floor/module pattern grammar.
building_generatorSideFX Labs Building Generator — slices a 3D blockout into floors and skins it with modules.
building_moduleSideFX Labs Building Module (labs::building_generator_utility) — tags an input mesh as a reusable building MODULE (name, weight, priority, bounding box) for…
pathfinding_globalSideFX Labs Pathfinding Global — computes least-cost PATHS between settlement endpoints over a terrain.
road_generatorSideFX Labs Road Generator — builds road-surface mesh with intersections from input road CURVES (centerlines).
settlement_connectionsSideFX Labs Settlement Connections — connects settlement POINTS into a road-network graph, filtering connections by angle / distance / count.
cable_generatorSideFX Labs Cable Generator — builds hanging cable / wire meshes.
lot_subdivisionSideFX Labs Lot Subdivision — recursively subdivides a 2D polygon block into building LOTS.
scifi_panelsSideFX Labs Sci-Fi Panels — greebles a mesh with paneling: subdivides the surface into lots then extrudes bordered panels with notches / bevels.
simple_rope_wrapSideFX Labs Simple Rope Wrap — sweeps rope/cable geometry over polygon surfaces and wraps it around a geometry object.
mesh_tilerSideFX Labs Mesh Tiler — wraps PACKED geometry that crosses a unit-tile boundary so it tiles seamlessly (pieces exiting one edge re-enter the opposite edge).
dirtskirtSideFX Labs Dirt Skirt — builds a scattered dirt/debris skirt where an object (input, input 0) meets a ground surface (ground, input 1) — the little pile of…
snow_buildupSideFX Labs Snow Buildup — accumulates a snow shell on the upward-facing parts of the incoming surface (input, input 0). angle is the max face slope that holds
tree_branch_placerSideFX Labs Tree Branch Placer — grows/places branches off a parent trunk.
tree_hierarchySideFX Labs Tree Hierarchy — tags the branches of a tree with a named generation/branch hierarchy (e.g. gen_0/_branch_1) for downstream selection, wind, or…
cluster_refineSideFX Labs Cluster Refine — refines a mesh into welded islands by clustering connected regions and relaxing the cluster boundaries so seams read cleanly.
edge_damageSideFX Labs Edge Damage — chips/erodes hard edges to add procedural wear via a VDB pass; all displacement is procedural along normals, NOT from a disk image.
edge_smoothSideFX Labs Edge Smooth — relaxes/smooths mesh edges (optionally only unshared/boundary edges), cleaning faceting on beveled or booleaned geometry.
mesh_sharpenSideFX Labs Mesh Sharpen — sharpens surface features by pushing points along a curvature field, with an optional smoothing pass; accentuates scanned/soft…
soften_normalsSideFX Labs Soften Normals — recomputes vertex normals with a cusp angle so edges below the angle read smooth and sharper edges stay hard; can additionally…
extract_bordersSideFX Labs Extract Borders — extracts the open boundary edges of a mesh (and optionally the UV-island borders) as polylines or curves.
extract_silhouetteSideFX Labs Extract Silhouette — traces the outer silhouette of a mesh along a view axis and emits it as a curve (cutout cards / trim shapes).
straight_skeleton_2dSideFX Labs Straight Skeleton 2D — computes the 2D straight skeleton (medial-axis-like topological spine) of a planar polygon/curve, useful for…
straight_skeleton_3dSideFX Labs Straight Skeleton 3D — extracts a 3D straight-skeleton / medial curve network of a closed mesh via a voxelized solve.
dissolve_flat_edgesSideFX Labs Dissolve Flat Edges — removes edges between (near-)coplanar faces to simplify a mesh without changing its silhouette, and optionally removes inline
remove_inside_facesSideFX Labs Remove Inside Faces — deletes interior/occluded faces never visible from outside (e.g. overlapping booleaned kit-bash geometry), reducing poly…
path_deformSideFX Labs Path Deform — bends input (input 0, the mesh) along the required curve (input 1, the path); optional banking_curve (input 2) sets the up/banking…
polydeformSideFX Labs PolyDeform — deforms the high-detail input (input 0, source_mesh) to follow the sculpted/edited target (input 1, target_mesh), transferring the…
sine_waveSideFX Labs Sine Wave — displaces input (input 0) with two summed sine waves along axis (X\
decal_projectorSideFX Labs Decal Projector — projects a decal (base-color + height map) onto the surface input (input 0, the Projection Mesh).
detail_meshSideFX Labs Detail Mesh — tiles the stamp/detail mesh tile (input 1) across the UV layout of the surface input (input 0, the canvas), wrapping the tiles onto…
triplanar_displaceSideFX Labs Triplanar Displace — displaces input (input 0) by sampling a displacement texture triplanar-projected onto the mesh (no UVs needed).
align_and_distributeSideFX Labs Align and Distribute — splits input (input 0) into pieces (by split_by connectivity or a piece attribute_name), optionally sort_by…
delightSideFX Labs Delight — removes baked-in lighting/AO from the vertex colors (Cd) of input (input 0), flattening a scanned/photographed mesh toward even albedo.
straightenSideFX Labs Straighten — reorients input (input 0) into a canonical axis-aligned frame using a selected up_group (and optionally a forward_group when…
axis_alignSideFX Labs Axis Align — repositions input (input 0) relative to the origin per axis: each of x/y/z chooses to leave that axis unchanged or snap its…
turntableSideFX Labs Turntable — rotates input (input 0) about axis (X\
chaotic_shapesSideFX Labs Chaotic Shapes — a fresh /obj geo holding a point cloud traced from a chaotic (strange-attractor) system.
mandelbulb_generatorSideFX Labs Mandelbulb Generator — a fresh /obj geo holding a 3D Mandelbulb fractal.
wang_tiles_sampleSideFX Labs Wang Tiles Sample — a fresh /obj geo holding a stochastic Wang-tile sampling (an aperiodic tiling seed set that the Wang Tiles Decoder later…
wfc_initializeSideFX Labs WFC Initialize — a fresh /obj geo holding a blank Wave-Function-Collapse grid (rows x cols, each clamped <=1024) that the WFC sample/paint tools…
wang_tiles_decoderSideFX Labs Wang Tiles Decoder — decodes a Wang-tile point grid (input, input 0; e.g. a wang_tiles_sample output) into a rows x cols aperiodic tiling.
connectivity_and_segmentationSideFX Labs Connectivity and Segmentation — partitions the input polygons (input, input 0) into segments and writes a segment id to segmentattrib.
multi_bounding_boxSideFX Labs Multi Bounding Box — builds bounding boxes over the input mesh (input, input 0).
wavefunction_collapse_2dSideFX Labs 2D Wave Function Collapse — synthesises a larger 2D tiling that locally resembles a small colour/tile sample.
wfc_sample_paintSideFX Labs WFC Sample Paint — the paint front-end of the Wave-Function-Collapse workflow: input (input 0) = the WFC grid (a wfc_initialize output); optional…
unreal_worldcomposition_prepareSideFX Labs Unreal World Composition Prepare — tag an incoming terrain/mesh (input, input 0) for Unreal World Composition; the cooked SOP output IS the…
ml_cv_directory_importSideFX Labs ML CV Directory Import — a SOURCE node (0 inputs) that imports asset geometry from a directory matching a filename pattern; the entry point for…
ml_cv_keypoint_metadataSideFX Labs ML CV Keypoint Metadata — assigns keypoint ground-truth metadata (keypoint radius, 3D positions, skeleton connectivity) to the input geo for…
ml_cv_label_metadataSideFX Labs ML CV Label Metadata — tags geometry (or a group) with a category ID/name plus an optional instance ID for segmentation/detection training.
ml_cv_promote_synth_attributeSideFX Labs ML CV Promote Synth Attribute — promotes a synthetic-data attribute from one geometry class to another (e.g. primitive -> point) with a chosen…
ml_cv_rop_annotation_outputSideFX Labs ML CV Annotation Output — WIRE-ONLY writer that exports COCO-style JSON annotations (category/instance IDs, bounding data) for the input…
ml_cv_texture_maskSideFX Labs ML CV Texture Mask — assigns a texture instance ID and a category ID/name to the input geometry so a rendered texture region becomes a labelled…
ml_cv_vector_dataSideFX Labs ML CV Vector Data — computes per-point vector data (e.g. a screen-space motion/direction vector from a source point) for the synthetic frame.
ml_cv_visualize_keypointsSideFX Labs ML CV Visualize Keypoints — builds keypoint / skeleton-connectivity guide geometry from keypoint-metadata geo for inspecting synthetic-data labels.
export_uv_wireframeSideFX Labs Export UV Wireframe — WIRE-ONLY: renders the input mesh's UV layout (wireframe + island fill) to an image file.
udim_tile_numberSideFX Labs UDIM Tile Number — computes the UDIM tile number for each element from its UVs and writes it to an attribute (default udim_tile).
visualize_uvsSideFX Labs Visualize UVs — builds inspection geometry for a mesh's UVs: applies a checker texture-map preview and can draw the UV islands + seams.
testgeometry_luizSideFX Labs Test Geometry (Luiz) — a SOURCE node (0 inputs) that builds a ready-made test/showcase mesh (the 'Luiz' asset) for prototyping.
testgeometry_paulSideFX Labs Test Geometry (Paul) — a SOURCE node (0 inputs) that builds a ready-made test/showcase mesh (the 'Paul' asset) for prototyping.
houdini_iconSideFX Labs Houdini Icon — a SOURCE node (0 inputs) that builds the Houdini logo as mesh geometry, optionally extruded.
simple_retimeSideFX Labs Simple Retime — retimes an animated input by a global speed multiplier (the per-frame retime Ramp stays at its HDA default).
resampleResample curves/polylines to even segments (resample SOP).
trailMotion trail / connectivity over time (trail SOP): trail points across frames, connect them as mesh/polys, or compute velocity from motion.
timeshiftRe-time the upstream geometry — evaluate the input SOP as if the playbar were at a different frame/time (timeshift SOP). method=byframe reads frame (with…
polyframeBuild a per-element orientation frame — tangent (tangentu), normal (N), bitangent (tangentv) attributes — on a curve or surface (polyframe SOP).
fuseWeld / snap coincident points (Fuse 2.0) — the seam-cleanup workhorse after heightfield_tilesplit, boolean, or scan-tile merges. distance is the 3D snap…
normalsRecompute (or reverse) normals via the Normal SOP. mode = which class the N attribute is written to: point (smooth shading, default), vertex…
facet_smooth_subdivThree surface operators multiplexed by op. facet (Facet SOP): re-facet / consolidate — cusp_angle sharpens edges, unique_points splits shared points (hard…
lod_createLOD / packed-primitive staging via op. lod (Labs LOD Create): build a level-of-detail chain — levels sets the number of LODs (spawns that many reduction slots,
assemblePack named pieces into PackedFragment primitives (Assemble SOP) — the render/sim-ready packing of a fractured/named mesh. pack defaults on (pack_geo is the…
transform_piecesApply per-piece transforms back onto packed pieces (Transform Pieces) — THE sim-result -> packed-geometry round-trip.
for_eachBuild a For-Each loop / iterate-over-pieces SCAFFOLD (block_begin + pass-through body + block_end, fully wired and cross-referenced) to loop over geometry…
for_each_beginCreate a For-Each block_begin — the composable loop START / entry.
for_each_endCreate a For-Each block_end — the composable loop CLOSE / gather. input = your loop body's output (nodes to iterate over), begin = the paired block_begin…
compile_blockWrap a target in a Compile Block (compile_begin + compile_end, cross-referenced) — the multithread / cook-overhead-strip optimizer around a heavy For-Each loop
feather_templateFeather Template from Shape — the feather lane ENTRY.
feather_template_assignFeather Template Assign — assign feather templates onto skin points to seed a groom.
feather_template_interpolateFeather Template Interpolate — grow a full groom by interpolating feathers across a skin from sparse guide feathers + templates.
feather_clumpFeather Clump — split and clump barbs for the characteristic separated, matted feather look.
feather_noiseFeather Noise — add natural break-up to feathers.
feather_widthFeather Width — set shaft and barb widths driving rendered feather thickness.
feather_resampleFeather Resample — change the point resolution of feather shafts and barbs.
feather_deintersectFeather Deintersect — push overlapping feathers apart so a dense groom reads cleanly.
feather_normalizeFeather Normalize — normalize feather attributes into a canonical rest form.
feather_barb_transformFeather Barb Transform — convert barb positions between feather-local space and object space.
feather_deformFeather Deform — capture feathers to a skin and deform them along with an animated skin.
feather_attrib_interpolateFeather Attrib Interpolate — interpolate barb attributes onto feathers from source feathers.
feather_surfaceFeather Surface — build a renderable polygon surface mesh from condensed feathers.
feather_surface_blendFeather Surface Blend — blend a feather surface toward a target surface (e.g. fold a wing).
feather_convertFeather Convert — convert condensed feathers into explicit curve or surface geometry.
feather_uncondenseFeather Uncondense — expand a condensed feather (one prim per feather) into full per-barb curve geometry.
feather_primitiveFeather Primitive — edit the condensed feather primitive representation (resolution + naming).
feather_barb_tangentsFeather Barb Tangents — compute per-barb tangent attributes on feathers (needed by some barb styling / shading ops).
feather_min_distFeather Minimum Distance — compute a minimum-distance attribute between feathers (input 0) and target feathers (input 3).
feather_rayFeather Ray — project/ray feathers onto skin or a target geometry, optionally sampling primnum/primuv at the hit.
feather_visualizeFeather Visualize — generate viewport visualization geometry for feathers (barbs as curves or a surface).
hair_generateHair Generate (hairgen::2.0) — THE scriptable hair/guide GENERATOR and lane entry: scatter roots on a skin and grow curves, optionally interpolated from a…
fur_setupFur (fur) — the all-in-one legacy Fur generator: generate + clump + part hairs from a skin and guides in one node.
hair_growth_fieldHair Growth Field (hairgrowthfield) — build a hair growth field / scatter guide roots from a scalp.
guide_initializeGuide Initialize (guideinit) — orient freshly-created guides (wind shape, lift, along-skin blend).
guide_reguideReguide (reguide) — redistribute / resample the guide set (change guide density and segment count).
guide_fillGuide Fill (guidefill) — fill gaps in a sparse guide set using a guide interpolation mesh.
guide_grow_to_surfaceGuide Grow to Surface (guidegrowtosurface) — grow guide roots out to a target surface (advect source points onto a mesh).
guide_processGuide Process (guideprocess) — the primary guide STYLING op-stack: pick a single operation with op1 (set direction/lift/length, displace, make wavy…
hair_clumpHair Clump (hairclump::2.0) — clump hairs/guides into strands (the signature hair look).
guide_clump_centerGuide Clump Center (guideclumpcenter) — compute clump-center guides/attribs that feed hair_clump.
guide_partitionGuide Partition (guidepartition) — create parting lines that split the groom into partition regions.
guide_groomGuide Groom (guidegroom::2.0) — the brush groomer's data node.
hair_combComb (comb) — comb fur/hair direction.
guide_maskGuide Mask (guidemask) — author masks (attrib/group) on guides/skin that every other groom op reads.
guide_groupGuide Group (guidegroup) — create guide / parting-line groups by naming convention.
guide_find_straysGuide Find Strays (guidefindstrays) — detect stray/outlier guides and tag them in a group/attrib.
guide_skin_attrib_lookupGuide Skin Attribute Lookup (guideskinattriblookup) — copy skin attributes onto guides via the stored skinprim/skinprimuv rooting.
guide_tangent_spaceGuide Tangent Space (guidetangentspace) — compute per-guide tangent/normal/bitangent/orient frames needed by the direction ops.
guide_interpolation_meshGuide Interpolation Mesh (guideinterpolationmesh) — build the interpolation mesh (remeshed skin + guide weights) that hair_generate uses to interpolate guides.
guide_volumeGuide Volume (guidevolume) — build the guide/skin volume representation (cross-sections / shell / remesh / tets, optional VDB) that many groom ops consume.
guide_surfaceGuide Surface (guidesurface) — move/build a surface from guides along a guide interpolation mesh.
guide_deformGuide Deform (guidedeform) — capture guides to a skin and deform them with an animated skin.
guide_transferGuide Transfer (guidetransfer) — transfer a groom from a source skin to a target skin.
groom_blendGroom Blend (groomblend) — blend two full grooms (guides A vs guides B) by weight/mask.
guide_collide_vdbGuide Collide With VDB (guidecollidevdb) — push guides out of a collision VDB.
guide_advectGuide Advect (guideadvect) — advect guides through a velocity VDB or fill collisions.
hair_card_generateHair Card Generate (haircardgen) — generate textured hair CARDS (game / realtime output) from hair curves.
hair_volume_rasterizeVolume Rasterize Hair (volumerasterizehair) — rasterize hair curves into a density/color/tangent VDB (render / sim prep).
fiber_groomFiber Groom (fibergroom) — muscle-FIBER grooming (KineFX muscle lane, not hair).
volume_createVolume (volume) — GENERATOR: create a fresh scalar/vector volume primitive in a new /obj geo (a fog/density authoring source). type float/int; rank +…
vdb_createVDB (vdb) — GENERATOR: create a fresh empty typed VDB grid (level-set / fog / vector) in a new /obj geo — the VDB authoring source. grid_class picks the…
volume_from_attribVolume from Attribute (volumefromattrib) — rasterize a point/vertex attribute into a volume.
points_from_volumePoints from Volume (pointsfromvolume) — scatter points inside a fog/SDF volume.
paint_fog_volumeVolume Paint Fog (paintfogvolume) — procedurally deposit density into a fog volume.
volume_rasterize_curveVolume Rasterize Curve (volumerasterizecurve) — rasterize curves into a fog volume (density laid along the curves).
volume_convertConvert Volume (convertvolume) — convert a VDB/volume to a polygonal surface via marching cubes.
volume_surfaceVolume Surface (volumesurface) — build a polygon surface from a fog/SDF volume hierarchy with adaptive edge length.
extrude_volumeExtrude Volume (extrudevolume) — extrude polygons into a solid volume along the base normal.
convert_vdb_pointsConvert VDB Points (convertvdbpoints) — convert between point clouds and VDB Points grids.
volume_mergeVolume Merge (volumemerge) — merge/composite volumes with a full pre/post add-mul stack.
vdb_mergeVDB Merge (vdbmerge) — merge multiple VDB grids of matching name into one.
volume_vector_joinVolume Vector Join (volumevectorjoin) — join three (or four) scalar volumes into one vector volume.
volume_vector_splitVolume Vector Split (volumevectorsplit) — split a vector volume into three scalar volumes.
volume_featherVolume Feather (volumefeather) — soften (feather) a volume's values near its border.
volume_rampVolume Ramp (volumeramp) — remap a volume's values through a source->dest range.
volume_noise_fogVolume Noise Fog (volumenoisefog) — add layered noise to a fog volume for density detailing.
volume_noise_sdfVolume Noise SDF (volumenoisesdf) — add layered noise to an SDF volume for surface detailing.
volume_adjust_fogVolume Adjust Fog (volumeadjustfog) — adjust a fog volume's look (init / remap combo).
volume_resampleVolume Resample (volumeresample) — resample a volume to a new voxel resolution.
volume_resizeVolume Resize (volumeresize) — resize / re-bound a volume's grid extents.
volume_reduceVolume Reduce (volumereduce) — reduce a volume to an aggregate value (max/min/average/median/sum/rms...).
volume_boundVolume Bound (volumebound) — rebuild the active/bounding region of a volume by thresholding.
volume_sdfVolume SDF (volumesdf) — compute a signed-distance field from a fog/mask volume.
vdb_activate_sdfVDB Activate SDF (vdbactivatesdf) — activate / expand the narrow band of an SDF VDB.
vdb_topology_to_sdfVDB Topology to SDF (vdbtopologytosdf) — build an SDF from a VDB's active-voxel topology.
vdb_occlusion_maskVDB Occlusion Mask (vdbocclusionmask) — build a camera-facing occlusion mask VDB behind the input VDBs.
volume_analysisVolume Analysis (volumeanalysis) — compute a differential quantity of a volume.
volume_velocity_from_curvesVolume Velocity from Curves (volumevelocityfromcurves) — build a velocity volume that flows along curves.
volume_velocity_from_surfaceVolume Velocity from Surface (volumevelocityfromsurface) — build a velocity (+ collision) volume from a surface's motion.
lattice_from_volumeLattice from Volume (latticefromvolume) — build a lattice / point grid matching a volume's voxel layout.
volume_deformVolume Deform (volumedeform) — deform a volume by a point-deform / moving lattice.
volume_rasterize_latticeVolume Rasterize Lattice (volumerasterizelattice) — rasterize a moving lattice back into a volume.
volume_breakVolume Break (volumebreak) — split / break geometry by an SDF volume cutter into pieces.
volume_spliceVolume Splice (volumesplice) — splice / stitch tiled volume pieces back into one grid.
volume_stampVolume Stamp (volumestamp) — stamp a source volume into a destination volume at points.
volume_patchVolume Patch (volumepatch) — patch a region of a volume with another volume (Poisson blend).
volume_convolveVolume Convolve (volumeconvolve3) — apply a 3x3x3 convolution kernel to a volume.
volume_fftVolume FFT (volumefft) — forward / inverse FFT of a volume (frequency domain).
volume_normalizeVolume Normalize Weights (volumenormalize) — normalize a set of volume weights / values.
volume_compressVolume Compress (volumecompress) — compress a volume's storage (tile / constant pruning).
volume_arrival_timeVolume Arrival Time (volumearrivaltime) — compute front-propagation arrival time through a speed volume.
volume_optical_flowVolume Optical Flow (volumeopticalflow) — estimate motion (optical flow) between two volumes.
volume_trailVolume Trail (volumetrail) — advect / trail points through a velocity volume over time.
volume_ambient_occlusionVolume Ambient Occlusion (volumeambientocclusion) — compute ambient occlusion into a volume.
volume_bakeBake Volume (bakevolume) — bake lighting / scattering into a volume (render prep).
volume_noise_vectorVolume Noise Vector (volumenoisevector) — add layered noise to a vector volume (velocity detailing).
paint_color_volumeVolume Paint Color (paintcolorvolume) — procedurally deposit colour (Cd) into a volume.
paint_sdf_volumeVolume Paint SDF (paintsdfvolume) — procedurally carve / add into an SDF volume.
vdb_convex_clip_sdfVDB Convex Clip SDF (vdbconvexclipsdf) — convex-clip an SDF VDB by a second convex SDF.
vdb_diagnosticsVDB Diagnostics (vdbdiagnostics) — validate / diagnose a VDB grid (data-only QC).
vdb_lodVDB LOD (vdblod) — build a level-of-detail (mip) pyramid for a VDB.
vdb_points_deleteVDB Points Delete (vdbpointsdelete) — delete points from a VDB Points grid.
vdb_points_groupVDB Points Group (vdbpointsgroup) — group points within a VDB Points grid.
vdb_rasterize_frustumVDB Rasterize Frustum (vdbrasterizefrustum) — rasterize particles into a camera-frustum-aligned VDB.
vdb_visualize_treeVDB Visualize Tree (vdbvisualizetree) — build viz geometry of a VDB's internal tree structure.
poly_patchBuild a smooth polygon patch surface across a hull/cage of curves or a mesh (polypatch) — tidy a rough curve cage into a clean subdiv-ready surface. basis =…
poly_loftSkin a polygon surface across a sequence of cross-section curves (polyloft).
poly_splineFit a smooth spline through a polyline's points and re-output it as a resampled polygon curve (polyspline) — turn a coarse control polygon into a smooth curve.
circle_splineFit circular-arc / ellipse / helix splines through a control polygon (circlespline) — perfectly round curvature a freeform spline can't give. spline_type…
poly_capFill open polygon boundaries (unshared edges) with cap polygons (polycap) — seal a tube/extrusion end or a hole ring.
capAdd end/pole caps to NURBS/mesh surfaces and open curves, per U/V boundary (cap) — close the ends of tubes/spheres/revolved surfaces. first_u_cap /…
filletBuild a smooth transition surface between adjacent primitives / two curves (fillet) — round hard junctions between surfaces.
stitchBlend/stitch two adjacent surface HULLS together along shared boundaries (stitch).
joinConnect a sequence of separate primitives (curves or surfaces) end-to-end into a single continuous primitive (join) — turn many little pieces into one long…
poly_hingeFold/rotate polygons about a hinge edge or axis, subdividing the crease into segments (polyhinge) — open panels, petals, pop-up folds. group + group_type…
poly_stitchWeld the boundaries of two polygon shells together, filling the gap with bridging polygons (polystitch) — repair seams / join separately-modeled halves.…
poly_soupCollapse many polygons into a single lightweight 'polysoup' primitive (polysoup) — cut memory + node overhead for dense static meshes, great before…
poly_cutCut/split polygons along points, edges, or an attribute-crossing, optionally removing the cut region (polycut). group restricts affected polys; type (points \
poly_pathReconnect loose edges / open polylines into clean continuous paths (polypath) — tidy edge extractions and boundary curves for downstream sweep/resample.…
convert_lineConvert geometry edges into polyline curves (convertline) — extract a wireframe / edge-curves from a mesh for polywire, resample, or sweep. group restricts the
circle_from_edgesSnap a ring of points/edges onto a best-fit circle (circlefromedges) — make a bolt-hole, pipe end, or wheel arch perfectly round. group + group_type pick the…
orient_along_curveCompute per-point orientation frames (tangent/up + rotations) along curves (orientalongcurve) — the rig for sweeping, copy-to-curve, or ribbon twist.
delta_mushSmooth a deformed mesh while preserving surface detail (deltamush) — the standard fix for lumpy skinning / jittery deformations.
surface_relaxEvenly redistribute points across a surface to relax bunched/stretched topology (surfacerelax) — improve point distribution without changing the shape much.
laplacianCompute the discrete Laplace operator (cotangent / mean-value / Wachspress / Tutte weights) of a mesh and store it as a sparse matrix in attributes (laplacian)
soft_transformMove/rotate/scale a region of points with a smooth radial falloff (softxform) — a proportional-edit / magnet grab.
soft_peakPush points along their normals with a smooth radial falloff (softpeak) — a soft inflate/dent brush.
elastic_transformDeform a mesh as an elastic solid via a grab / twist / scale / pinch handle that propagates through the material (elastictransform) — feels like pulling soft…
magnetDeform input points by a moving 'magnet' shape whose metaball-style field falls off with distance (magnet) — squash/stretch, dents, muscle bulges driven by a…
bulgePush input points outward/inward along their normals where a 'magnet' shape overlaps them (bulge) — a fast localized swell driven by a proxy shape.
creepProject input geometry onto a surface's UV space and crawl it across that surface (creep) — stick decals/tracks/text onto a mesh, or animate geo sliding over…
vector_deformDeform input by the difference between two matching point clouds (a rest set and a deformed set), interpolating that motion field onto the mesh…
shrinkwrapWrap a tight convex hull around the input points (shrinkwrap) — fast collision proxies, bounding shells, simplified silhouettes. type (xyz = full 3D hull \
detanglePush self-intersecting / interpenetrating geometry apart so it stops overlapping (detangle) — cleanup for cloth, hair, or crowd meshes that have tangled.
tetrahedralizeFill a CLOSED input surface with a tetrahedral (tet) mesh (tetrahedralize) — the entry point for FEM / soft-body / finite-element prep.
tet_conformBuild a boundary-CONFORMING tet mesh whose surface matches the input polygons (tetconform) — higher-quality volumetric meshing than a plain fill when the…
tet_embedEmbed the input surface inside a coarser background tet lattice (tetembed) — the fast FEM/soft-body prep when you want a simulatable tet cage AROUND detailed…
tet_layerBuild a single tet layer of a given thickness off a surface (tetlayer) — quick volumetric shells for FEM skin/rind or a starting tet band.
tet_partitionSplit a tet mesh into named pieces using region-boundary polygons (tetpartition) — carve a solid into FEM regions / fracture chunks.
tet_surfaceExtract the outer surface polygons of a tet mesh (tetrasurface) — get a renderable / collidable skin back from a volumetric tet mesh.
tet_strataBuild layered (stratified) tet shells between an outer surface and an inner boundary (tetstrata) — multi-layer FEM materials (skin/fat/muscle rinds…
tet_fractureFracture geometry into tet-based chunks via a Voronoi / pattern split (tetfracture) — pre-fracture solids for FEM/RBD destruction.
solid_embedEmbed the input geometry in a solid tet lattice sized by a single element scale (solidembed) — the one-knob FEM cage builder.
topo_transferWrap a clean TEMPLATE mesh onto a TARGET mesh, transferring the template's topology onto the target's shape (topotransfer) — the retopo/character workhorse for
topo_slideSlide a target mesh's points across its surface guided by matched reference/target CURVES, or run a curve-guided topo transfer (toposlidebycurverefs) — dial in
usd_configure_sopConfigure how SOP geometry will be authored to USD — set stage-wide import options as USD metadata on the geometry (the SOP-context usdconfigure; a pure…
usd_configure_geometryAuthor per-primitive USD geometry metadata on SOP geometry (the SOP-context usdconfiguregeometry; a pure operator, NO file write).
usd_configure_prims_from_pointsAuthor USD prim attributes from POINTS — turn points into configured USD prims (spheres, lights, xforms…) with per-prim metadata (the SOP-context…
unpack_usdUnpack packed-USD primitives into native Houdini geometry (unpackusd) — turn the lightweight packed prims from usd_import_sop (unpack=false) into editable…
attribute_normalize_floatSideFX Labs Attribute Normalize Float — remap a float attribute onto [out_min, out_max] (default 0..1) using its incoming value range.
attribute_normalize_vectorSideFX Labs Attribute Normalize Vector — normalize a vector attribute.
attribute_value_replaceSideFX Labs Attribute Value Replace — rename an attribute and/or seed default init / fallback values on the attributes named in attribute_list (default name).
color_adjustmentSideFX Labs Color Adjustment — brightness / contrast / saturation / gamma grade on a color attribute (default Cd, or a custom attribute).
color_blendSideFX Labs Color Blend — blend two color attributes with a photoshop-style blend_mode.
color_gradientSideFX Labs Color Gradient — paint a color gradient along an axis (X/Y/Z, or Custom rotated by rotation_angle) into Cd (or a custom attribute).
min_max_averageSideFX Labs Min Max Average — reduce an attribute to a single statistic (method: max/min/mean/median/sum/rms/…) and write it back as a detail attribute (or…
radial_sortSideFX Labs Radial Sort — reorder points and/or primitives by their angle around an axis (_dir) so a fan/ring is indexed in a clean rotational order.
sort_geometrySideFX Labs Sort — reorder points and/or primitives by a chosen key: axis (byx/byy/byz), random (_seed), shift (_offset), along a vector (_dir), spatial…
visualize_vectorSideFX Labs Visualize Vector — build arrow geometry from a vector attribute (vector_attribute, default P) for inspection.
fast_group_unsharedSideFX Labs Fast Group Unshared — group the UNSHARED (open-boundary / border) elements of the input mesh (input 0): edges owned by a single primitive plus…
group_by_attributeSideFX Labs Group by Attribute — create one group per distinct value of an attribute on the input (input 0).
group_by_measureSideFX Labs Group by Measure — group primitives by a geometric eccentricity measure (how far a prim's shape departs from a circle/square).
group_curve_cornersSideFX Labs Group Curve Corners — label the corner points of input curves (input 0) into an inside group (convex corners) and an outside group (concave…
group_growSideFX Labs Group Expand — grow (or shrink) an existing group across the input geometry's connectivity.
group_invertSideFX Labs Group Invert — invert named groups in place: each listed group is replaced by its complement (all elements NOT in it).
loops_from_selectionSideFX Labs Loops from Selection — grow full edge loops (or quad loops) out from a seed edge group.
random_selectionSideFX Labs Random Selection — select a random subset of the input's elements and turn it into a group.
extract_filenameSideFX Labs Extract Filename — reads the file path off an upstream File SOP (input, or custom_file_sop when input_mode=custom) and writes its parts to detail…
group_createCreate a NAMED, persistent point/prim/edge group (groupcreate) — the setup step for every targeted op (blast, bevel a group, dissolve, transform-a-group).
group_promoteConvert a group between element classes (grouppromote) — e.g. point group -> prim group, with boundary/unshared options.
group_rangeGroup elements by numeric index range and/or every-Nth stride (grouprange) — select piece-id subsets, alternate rows, deterministic slices. group_name =…
group_expandGrow or shrink a group by edge-connected steps (groupexpand) — negative steps shrink.
group_transferTransfer group membership from one geometry to another by proximity (grouptransfer).
group_deleteRemove group definitions (geometry untouched) — groupdelete.
group_renameRename a group (grouprename).
group_geoDeep geometric group selection (groupcreate) — the modes group_create lacks: bounding sphere/object/volume/convex, backface-by-camera, edge-angle…
blastDelete geometry by group — the fundamental targeted-delete primitive. group = the group name/pattern (from the group tools) or a raw element range…
attribute_transferTransfer point/prim attributes from a SOURCE mesh onto the input by proximity (attribtransfer) — the LIDAR-color / GIS-attribute workhorse: paint Cd from a…
attribute_createCreate a typed point/prim/vertex/detail attribute with a constant value (attribcreate) — the typed non-wrangle way to add Cd/pscale/N/id/material-index or…
attribute_promoteMove/aggregate an attribute between element classes (attribpromote) — turn a point attribute into a per-prim mean, spread a detail value onto points, etc.…
attribute_deleteDrop attributes by class + space-separated name patterns (attribdelete) — housekeeping to shed Cd/N/rest/temporary attributes before export or a solver.…
attribute_castCast attribute storage precision (attribcast) — the memory-halving 32->16-bit optimization for heavy point clouds / terrain tiles. class = element class.…
attribute_interpolateInterpolate attributes from a source geometry onto points/vertices via UVW or captured weights (attribinterpolate).
attribute_from_volumeSample a volume/VDB field onto point attributes (attribfromvolume) with input/output remap.
attribute_blurSmooth/relax attributes across the surface (attribblur) — laplacian/volume-preserving, by connectivity or proximity.
attribute_copyCopy attributes from one geometry to another (attribcopy), optionally matched by an attribute like piece.
attribute_randomizeWrite randomized values into an attribute (attribrandomize) — all 12 distributions incl. ramp / discrete (weighted) / uniformdiscrete. min_limit/max_limit…
attribute_compositeComposite attributes across a merged/stacked stream (attribcomposite) — mean/max/min/over/under.
attribute_reorientReorient vector/quaternion attributes to follow a deformation vs a rest/reference (attribreorient).
attribute_swapSwap / copy / move an attribute to another name (attribswap).
assign_nameAssign the piece-identity name attribute (Name SOP) — the required prep for imported/modelled fragments before assemble/RBD.
enumerateWrite a per-element or per-piece index/name attribute (Enumerate SOP).
connectivityLabel each connected piece with a running class-id attribute (connectivity) — the input to blast-by-piece, despeckle-by-size, per-piece randomize, and…
measureCompute a geometric quantity into an attribute (measure). measure_type: perimeter\
group_combineBoolean-combine two named groups into a result group (groupcombine). result = new group name. group_a / group_b = existing source group names. operation: union
attrib_adjust_floatAuthor/modify a float attribute with a value pattern (attribadjustfloat).
attrib_adjust_integerAuthor/modify an integer attribute with a value pattern (attribadjustinteger).
attrib_adjust_vectorAuthor/modify a vector attribute's direction and/or length (attribadjustvector).
attrib_adjust_colorAuthor/modify a color (Cd) attribute (attribadjustcolor).
attrib_adjust_arrayIdentity/ordering controls for an array attribute (attribadjustarray).
attrib_adjust_dictHigh-level controls for a dictionary attribute (attribadjustdict).
attrib_combineCombine attributes into a destination via a math op (attribcombine).
attrib_fillFill/propagate an attribute across a surface by solving a field (attribfill).
attrib_fadeAuthor a per-point fade weight ramping in/holding/out over frames (attribfade), typically to fade particles/pieces in and out.
attrib_remapRemap a numeric attribute's values from an input range to an output range, optionally through a ramp (attribremap).
attrib_sortReorder points/vertices/prims by the value of an attribute (attribsort).
attrib_findFor each element, find the element(s) in a SEARCH geometry with a matching attribute value (attribfind).
attrib_from_mapSample a source into a point attribute along UVs (attribfrommap).
attrib_from_parmImport another node's PARAMETER VALUES onto geometry as attributes (attribfromparm).
attrib_from_piecesAssign a per-piece attribute value across named pieces (attribfrompieces).
attrib_mirrorCopy/mirror an attribute from one side of geometry to the other (attribmirror).
attrib_paintSet up a paintable attribute (attribpaint).
attrib_string_editFind/replace on string attribute values (attribstringedit).
mesh_pointcloudTurn a point cloud into a mesh (cloud → VDB → polygons) with optional reduction, color transfer, and export.
quad_remeshField-aligned QUAD remesh (native quadremesh SOP — no Labs/3rd-party license): turn a triangulated / scan mesh into a clean all-quad mesh for subdivision or…
gameresSideFX Labs GameRes — reduce a high-res mesh (input, input 0) to a game-resolution LOD via polyreduce / Instant Meshes / voxel-remesh; the cooked SOP output IS
instant_meshesSideFX Labs Instant Meshes — field-aligned quad/tri REMESH of the input mesh via the compiled Instant Meshes core (no external executable is launched…
polydoctorDiagnose and repair non-manifold / ill-formed polygons (PolyDoctor) — the pre-boolean / pre-VDB / pre-sim mesh sanitiser.
polyfillFill boundary holes (LIDAR/scan dropouts, boolean gaps) with patch polygons (PolyFill). fillmode picks the patch topology: tris / trifan / quadfan / quads /…
mesh_repairSideFX Labs repair toolkit multiplexed by op. repair (Labs Repair): close holes + fix non-manifold geometry — fillmode chooses the hole-patch topology…
cleanClean SOP — parametric cleanup of dirty/scan geometry (the toggle-driven complement to polydoctor/mesh_repair).
point_normalsEstimate a per-point surface normal for a raw point cloud (LIDAR/photogrammetry scan) by plane-fitting each point's neighbourhood (covariance / PCA) — needed…
segment_planarClassify/segment point-cloud points as vertical WALL vs horizontal FLOOR/CEILING from their normal v@N (run point_normals first) — building/interior scan…
despeckleDenoise a point cloud by deleting isolated outlier/stray points that have fewer than min_nbrs neighbours within radius — removes scanner noise/speckle/flyers…
levelGravity-align / straighten a tilted point cloud or scan so the ground is flat and horizontal: RANSAC-fit the dominant ground plane, PCA-refine its normal…
scatter_copyOne-shot scatter-and-instance: randomly scatter count points across a target surface and copy/instance a source shape onto every point (foliage, rocks, ice…
instance_attributesSideFX Labs Instance Attributes — writes the point attributes an instancer reads (the instanceattrib asset-path attribute + per-point pscale/scale/orient) onto
physics_painterSideFX Labs Physics Painter — scatters objects across the incoming surface (input, input 0) and settles them with a short Bullet solve so they rest naturally…
copy_to_pointsCopy/instance the source SOP geometry onto every point of the target SOP (Copy to Points 2.0) — the core instancing op for foliage, rocks, debris, greebles…
scatterRandomly scatter/distribute count points across the surface of the input geometry (Scatter 2.0) — the point set you then copy instances onto (with…
packCollapse the input geometry into packed primitives — a lightweight flat-memory reference to the geometry that is far cheaper to copy/instance and transform…
unpackExpand packed primitives back into raw editable geometry (the inverse of pack) — needed before you can edit/deform the underlying points and polygons of packed
instanceInstance SOP: tag the input points so each one is expanded into an instanced copy of geometry at render/expand time — deferred point-instancing that stays…
biome_scatterScatter vegetation / plants across input terrain via the Labs Biome Plant Scatter SOP — ecosystem/foliage dressing (grass, shrubs, trees) with density and…
tag_radialSelect/tag all points inside a sphere (center + radius) by writing i@tag = 1 on them — a spherical region selection for isolating or masking part of a point…
point_replicateReplicate/multiply each input point into count new jittered points spread inside a shape around it (Point Replicate SOP) — turns sparse points into a fuller…
vdb_transform_propertiesSideFX Labs VDB Transform Properties — re-derives a vector VDB's values under the volume's own transform.
volume_textureSideFX Labs Volume Texture — flatten the incoming volume/VDB (input, input 0) into a sliced flipbook atlas for a real-time volume-texture shader; the cooked…
vdb_from_particlesPoints/particles -> VDB. op=particles builds SDF/fog/mask/velocity grids (vdbfromparticles); op=fluid surfaces FLIP particles into a fluid-density VDB…
vdb_from_polygonsPolygons -> VDB SDF and/or fog (round-trip meshing / collision / atmospherics) with narrow-band control and optional point-attribute transfer.
vdb_convertConvert VDB (the round-trip hub): polygons/polysoup/vdb/native-volume, SDF fog reclass, precision/type change, iso control, attribute transfer and feature…
vdb_filterSingle-input field filter on a VDB / native volume (smooth, reshape, renormalize, blur, extrapolate).
volume_combineCombine named VOLUME fields carried on ONE input by an operation (volumecombine) — dest = op(dest, source) matched by name: add two density fields, multiply…
volume_rasterize_attributesRasterize point ATTRIBUTES into named fog VOLUMES (volumerasterizeattributes) — turn a point cloud carrying density/temperature/v/Cd into the matching volume…
volume_rasterizeRasterize points/particles into a density/attribute fog volume (points->density cloud / pyro source). input=Base Volume (input0, defines resolution); source…
convert_volumeNative-volume lane: mode=isooffset (polys -> native Houdini volume/SDF/tetra via isooffset), tovdb/topoly (convert totype), or convert (generic).
vdb_analysisField calculus on a VDB (VDB Analysis SOP) with NO VEX: gradient/curvature/laplacian/closest-point/divergence/curl/length/normalize.
vdb_topologyActive-voxel-set (topology) ops via op: activate (vdbactivate), clip (vdbclip), resample (vdbresample), segment (vdbsegmentbyconnectivity).
vdb_combineTwo-input CSG / field-math on VDBs (the typed answer to a Volume VOP, NO VEX) via op: sdf (vdbcombine), fog (volumemix), vectormerge (vdbvectormerge)…
vdb_advectTransport a VDB by a velocity VDB (input1), NO VEX: op=points (vdbadvectpoints), sdf (vdbadvectsdf), morph (vdbmorphsdf toward a target SDF on input1).
vdb_shatterSDF VDB -> discrete pieces / sphere proxies, NO VEX: op=fracture (vdbfracture; cutter geo on input1; feeds sim_rbd), spheres (vdbtospheres; RBD proxy pack).
volume_visualizeInspect/present a fog volume in the viewport (no render), NO VEX: op=shade (volumevisualization density/emission shading), slice (volumeslice 2D…
vdb_reshapeReshape an SDF VDB by offsetting its surface (VDB Reshape SDF): dilate (grow), erode (shrink), open (erode-then-dilate — removes thin spikes), close…
rbd_guideWire a guide-geometry SOP into an EXISTING rbdbulletsolver's Guide Sim input (index 4) for a guided / art-directed RBD sim (the solver's guide_ params drive…
rbd_attach_constraintsFeed an authored constraint network (glue_cluster / rbd_constraints / set_constraint_field) into an EXISTING rbdbulletsolver's Constraint input (index 1) —…
flowmapSideFX Labs Flowmap — authors a per-point flow-vector attribute over a UV'd surface (input, input 0) for driving flow-map material distortion (rivers, lava).
flowmap_guideSideFX Labs Flowmap Guide — steers a surface flow map toward hand-drawn guide curves.
flowmap_obstacleSideFX Labs Flowmap Obstacle — deflects a surface flow map around obstacle geometry.
flowmap_to_colorSideFX Labs Flowmap To Color — bakes a flow-vector attribute into an RG(B) color the engine reads as a flow map.
flowmap_visualizeSideFX Labs Flowmap Visualize — previews a flow map by animating a distortion on input (input 0).
kelvin_wakes_deformerSideFX Labs Kelvin Wakes Deformer — deforms a water surface with the physically-based Kelvin wake pattern trailing a moving object.
splatterSideFX Labs Splatter — a self-contained SPH fluid-splatter SOURCE that builds a fresh /obj geo emitting particle fluid (paint/blood splats).
procedural_smokeSideFX Labs Procedural Smoke — builds a fresh /obj geo holding a fully-procedural smoke DENSITY volume (no sim) driven by layered noise.
volume_adjust_lookSideFX Labs Volume Adjust Look — art-directs a smoke/pyro volume's LOOK (density / shadow / diffuse / emission multipliers, optional greyscale).
destruction_cleanupSideFX Labs Destruction Cleanup — post-processes RBD/fracture sim output: removes inside faces, cusps normals, regenerates piece names, optimizes pieces into…
rbd_edge_stripSideFX Labs RBD Edge Strip — extracts thin edge strips along the fracture seams of RBD pieces (for edge chipping / detailing).
loop_volumeSideFX Labs Loop Volume — cross-fades a volume (smoke/pyro) sequence into a seamless loop.
make_loopSideFX Labs Make Loop — turns an animated sequence into a seamless loop (geometry, volume or particles).
lightningSideFX Labs Lightning — generates procedural lightning/arc geometry across a model.
rbd_solverBare Bullet solver for ALREADY-fractured pieces + an arbitrary constraint network — the missing link that lets the granular fracture lane…
sim_rbdRigid-body destruction (SOP Bullet lane): source -> rbdmaterialfracture::3.0 -> rbdbulletsolver.
rbd_constraint_propertiesAuthor RBD constraint PHYSICS (the breaking dial) on a solver's glue network via rbdconstraintproperties::2.0.
rbd_material_fracturePre-fracture geometry by MATERIAL TYPE (rbdmaterialfracture::3.0) WITHOUT a solver — concrete \
rbd_voronoiRaw Voronoi fracture (voronoifracture::2.0) for art-directed control: source -> scatter cells -> fracture (no material presets).
rbd_interiorInterior-face detail on fractured geo (rbdinteriordetail SOP): displaces the 'inside' crack faces with noise so broken concrete/rock reads as real inside…
rbd_constraintsBuild the constraint NETWORK GEOMETRY (bond graph) from fractured pieces: method=rules (rbdconstraintsfromrules) or method=adjacency (connectadjacentpieces).
rbd_configurePer-piece dynamics + activation on fractured pieces (rbdconfigure SOP): active/animated, density/bounce/friction, minactivationimpulse (impact trigger)…
rbd_collisionThe TERRAIN BRIDGE: wire a mesh/heightfield collider into an existing rbdbulletsolver's Collision Geometry input (index 3) so debris settles on real captured…
rbd_forceTyped DOP force (NO VEX) for RBD debris beyond gravity/drag: wind/uniform/point/vortex/fan/drag/explosion (explosion\
rbd_cacheBUILD (never write) a File Cache 2.0 SOP after an RBD sim, with a confined explicit write path.
rbd_explodedDebug/inspection: spread fractured pieces apart to see the break (rbdexplodedview SOP).
rbd_destructionTHE TERRAIN DESTRUCTION MACRO: fracture a reconstructed asset and collapse it onto real captured terrain end-to-end. building -> rbdmaterialfracture (+glue) ->
sim_flipFLIP liquid (deep container + solver): builds a flipcontainer + flipsolver fed by a source primitive (a default box, or your source_geo), wired…
flip_collisionGeometry -> FLIP collision volume (Collision Source 2.0 SOP).
flip_floodTerrain flood MACRO: ONE call composes a DEM/heightfield SOP (input) -> convertheightfield -> collisionsource collider -> auto-sized flipcontainer (fit to…
flip_sourceGeometry -> FLIP particles (Flip Source SOP): initial fill and/or continuous emit; feeds a flipsolver Sources input.
flip_boundaryOpen-boundary source/sink for a FLIP container (Flip Boundary SOP): none/velocity/pressure/hydro_pressure boundary types (hydro = coastal/flood waterline).
flip_tankPre-filled pool of FLIP particles (Particle Fluid Tank SOP): a pool/harbor/reservoir that starts already full.
flip_forceTyped force node (no VEX) for a FLIP/DOP sim: ftype -> uniformforce/vortexforce/windforce/drag/pointforce/fan/popaxisforce.
sim_popPOP particles (master): a SOP dopnet (input0=emit geo) wrapping popobject -> popsolver::2.0, source on the Sources input (usecontextgeo='first' fix) and a…
pop_sourceAdd a typed particle emitter (popsource::2.0) into an existing POP dopnet and wire it onto the popsolver Sources input.
pop_forceAdd ONE typed POP force into a POP dopnet and chain it onto the popsolver Pre-Solve input (forces chain, stacking cleanly).
pop_importPull simulated POP particles from a dopnet back to SOP via dopimport::2.0 (the data-only importer; dopio's presets menu does not populate headless).
pop_collisionCollide particles against a SOP/terrain collider (popcollisiondetect) inside a POP dopnet, chained onto Pre-Solve.
pop_groupGroup or split a particle stream by TYPED rules (no VEX), chained onto Pre-Solve of a POP dopnet. op=group -> popgroup (tag into groupname; typed bounding…
pop_killKill / limit / clamp particles by TYPED rules (no VEX), chained onto Pre-Solve of a POP dopnet. op=kill -> popkill (typed bounding region + random subset).…
pop_propertyShape per-particle attributes with TYPED POP property nodes (no VEX), chained onto Pre-Solve of a POP dopnet. op=physical -> popproperty…
pop_instanceInstancing / render handoff for a POP dopnet (no VEX). op=instance -> popinstance (write instancepath so points instance a SOP at render time; chains onto…
pop_cacheBUILD (never write) a File Cache 2.0 SOP after a pop_import node to cache simulated particles to disk.
pop_flockBoids / steering for a POP dopnet (no VEX), chaining ONE behaviour node onto Pre-Solve. behavior selects…
pop_scatter_simTerrain/scan particle-scatter MACRO (the flip_flood analogue): ONE call composes the whole POP lane into a fresh /obj geo — emit geo ->…
sim_pyroPyro (fire/smoke): MIGRATED to the modern SOP lane pyrosource -> SOP pyrosolver (self-bounding container) + optional collisionsource::2.0 collider.
pyro_sourcePyro emission source (pyrosource SOP): rasterizes geo/points into source fields (density/temperature/fuel/burn/vel) that feed a pyrosolver's Sources input.
pyro_collisionGeometry/terrain -> pyro collision volume (Collision Source 2.0 SOP): the scene-collision bridge; feed into a pyrosolver's Collision input so smoke deflects…
pyro_groundGround/wildfire macro: DEM heightfield -> collider + pyrosource over an emission region -> SOP pyrosolver (tuned per type + wind) -> volumevisualization.
pyro_burstPyro explosion/fireball source (pyroburstsource SOP): turns input points into an explosion/shockwave/muzzle/ring shell + trailing embers feeding a pyrosolver's
pyro_explosionExplosion macro: single burst point at center -> pyroburstsource (explosion + embers) -> SOP pyrosolver (hot fireball) -> volumevisualization.
pyro_visualizeViewport look for a pyro/volume field (volumevisualization SOP): cheap viewport shading only, NOT a render.
pyro_shadeRender-ready shading fields for a pyro volume (pyrobakevolume SOP): the Karma render-prep node; bakes smoke/fire/scatter look + assigns a Pyro material.
pyro_postExport/render prep for a pyro sim (pyropostprocess::2.0 SOP): computes field min/max (Karma needs them) + optional native->VDB conversion for a .vdb sequence.
pyro_cacheBUILD (never write) a File Cache 2.0 SOP after a pyro sim, with a confined explicit write path + bgeo/vdb filetype.
whitewater_sourceWhitewater emission source (Whitewater Source 3.0 SOP): emission masks that decide where foam/spray/bubbles are born from a FLIP liquid sim.
sim_whitewaterWhitewater (foam/spray/bubble): MIGRATED to the modern SOP lane whitewatersource::3.0 -> whitewatersolver (SOP) -> optional post.
whitewater_postWhitewater post-process (Whitewater Post Process SOP): shapes solved foam/spray/bubble for render — density/pscale ramps, particles/fog/mesh output…
fluid_surfaceMesh FLIP particles into a fluid surface (Particle Fluid Surface 3.0 SOP).
flip_volume_combineCombine a LOW-resolution FLIP sim's fields with HIGH-resolution detail for UP-RESSING (flipvolumecombine) — the H20 up-res workflow: sim cheap at low res…
flip_cacheBUILD (never write) a File Cache 2.0 SOP after a sim, with a confined explicit write path.
sim_rippleCheap surface waves via the Ripple Solver SOP on a grid (rest geometry on input 0).
sim_grainsGranular PBD (sand/snow/wet-sand/debris): a SOP dopnet (input0=emit geo) wrapping popobject -> popsolver::2.0 with a popgrains PBD solver ATTACHED via the…
set_constraint_fieldSet / author / name / break RBD (rigid-body destruction) constraint-network attributes by group, as typed LITERAL values via an attribcreate::2.0 — the…
glue_clusterChunk / cluster fractured RBD pieces so a structure breaks in CHUNKS or slabs instead of per-shard (gluecluster SOP) — the single most-used destruction…
rbd_constraints_from_curvesBuild / route an RBD (rigid-body destruction) constraint network ALONG user curves (rbdconstraintsfromcurves SOP) — custom bond routing for rebar, cables…
rbd_constraints_from_linesBuild an RBD (rigid-body destruction) constraint network from explicit LINE SEGMENTS (rbdconstraintsfromlines SOP) — the data-only form of the interactive…
rbd_group_constraintsName / group / organize an RBD (rigid-body destruction) constraint network into a targetable named primitive group (rbdgroupconstraints SOP) so a solver…
voronoi_adjacencyBuild the piece-ADJACENCY graph / bond topology (which fractured pieces touch which) from a voronoi fracture (voronoiadjacency SOP) — the adjacency polylines…
sim_viscosityViscous FLIP scaffold (slushy / meltwater / honey / lava): a flipcontainer + flipsolver with viscosity force-enabled.
ocean_surfaceFlat spectral large-water OCEAN / SEA surface — a grid displaced by an ocean spectrum (Ocean Evaluate 2.0) into rolling waves.
ocean_spectrumAuthor a full ocean-wave SPECTRUM (Ocean Spectrum) + evaluate it onto a large grid — the deep 'look' controls ocean_surface can't reach: spectrum model…
ocean_evaluateDeform ARBITRARY geometry by an ocean SPECTRUM (SOP-level Ocean Evaluate).
ocean_foamGenerate FOAM / whitewater / spray points from an ocean surface's cusp (Ocean Foam SOP) — the sea-foam layer on breaking crests.
ocean_sourceCouple an ocean spectrum into a FLIP fluid tank (Ocean Source 2.0) — the scaffold that seeds a splashing-water / breaking-wave FLIP sim from the spectral…
point_velocityAuthor the point velocity attribute v (Point Velocity SOP) — the FX seed-velocity workhorse.
volume_velocityAuthor a velocity VOLUME (Volume Velocity SOP) — the non-simulated 'wind tunnel' velocity field that drives crest-spray / snow / rain via pop_force(advect).…
debris_sourceEmit a secondary-DEBRIS source (Debris Source SOP) off a fractured/static piece surface — the per-frame emission map (density/age/distance attribs) feeding…
cloudVolumetric CLOUD primitive (cumulus / sky cloud / fog volume density field): source geo -> Cloud 2.0 (SDF/density/narrow-band) -> Cloud Noise (billowy/wispy…
cloud_shapeGenerate a MODERN art-directable cloud with the H20+ Cloud Shape toolset (cloudshapegenerate) — the replacement for the deprecated monolithic cloud.
cloud_billowy_noiseBillowing cauliflower displacement on a cloud DENSITY VDB (cloudbillowynoise) — the modern high-detail cumulus modifier.
cloud_wispy_noiseWispy / streaky velocity-advected displacement on a cloud DENSITY VDB (cloudwispynoise) — cirrus, stretched anvils, wind-blown wisps.
cloud_clipClip / cut a cloud DENSITY VDB with a plane + optional noise (cloudclip) — flat cumulus bases, sheared anvils, sliced tops.
solverGeneric SOP feedback / time-loop solver -- the general-purpose iterative primitive (accumulative erosion, growth, cellular automata, any per-frame feedback)…
sim_vellumVellum (XPBD) master (SOP): source -> Vellum Constraints -> Vellum Solver.
vellum_collisionWire an external/terrain collider into a Vellum solver's Collision Geometry input (index 2) and tune collision response.
vellum_attachAttach Vellum cloth/geometry to a (moving) RIG — the dedicated Vellum Attach Constraints SOP.
vellum_constraintLayer an ADDITIONAL Vellum constraint onto an existing chain (welds/glue/pins/attach/stitch/struts) via the second-input append.
vellum_forceExternal forces on a Vellum solve.
vellum_drapeRest state / pre-roll settle.
vellum_sourceContinuous emission / add constraint patches mid-sim (DOP-scoped, advanced -- the only Vellum tool that drops to DOP).
vellum_postRender prep for a Vellum sim (vellumpostprocess SOP): hair-tube generation, smoothing (subdivide), detangle, rigidity.
vellum_cacheBUILD (never write) a File Cache 2.0 SOP after a Vellum sim.
sim_mpmMPM (Material Point Method) network (SOP): source -> mpmsource -> mpmsolver.
mpm_colliderGive an MPM sim something to COLLIDE with / INTERACT with — wire a collider into an existing mpmsolver's MPM Colliders input (index 1).
mpm_containerBound an MPM sim's DOMAIN and set its MASTER resolution — wire an mpmcontainer into an existing mpmsolver's MPM Container input (index 2).
mpm_surfaceMake an MPM sim RENDERABLE — mesh / surface the sim particles by building an mpmsurface after them.
mpm_postfractureSim-THEN-fracture an MPM destruction shot — fracture hi-res geometry driven by where the MPM sim actually stretched and broke it, so the cracks follow the real
mpm_deformpiecesRetarget an MPM sim onto pre-fractured NAMED pieces — drive rigid or hi-res render chunks by a (cheaper) MPM sim so the final geometry deforms/moves with the…
mpm_debrissourceEmit SECONDARY debris from an MPM sim — spawn extra chunks/particles where the material stretches hard, moves fast, or is near the surface (the shrapnel /…
glue_constraintKineFX Glue Constraint Relationship (glueconrel) — DOP constraint-relationship data node that glues bound objects until an impulse over strength breaks the…
hard_constraintKineFX Hard Constraint Relationship (hardconrel) — stiff DOP relationship pinning bound objects to a rest length, with optional angular motors and solver…
no_constraintKineFX No Constraint Relationship (noconrel) — DOP relationship that makes bound objects mutual affectors WITHOUT any constraint force (collision-only /…
bullet_soft_constraintKineFX Bullet Soft Constraint Relationship (bulletsoftconrel) — springy Bullet relationship with linear + optional angular stiffness/damping and optional…
cone_twist_constraintKineFX Cone Twist Constraint Relationship (conetwistconrel) — Bullet cone-twist joint limiting twist/out/up rotation within a cone, with an optional soft limit
constraint_relationshipKineFX Constraint Relationship (conrelationship) — the generic relationship data node defining how two bound objects relate (type + two-state break / spring…
apply_constraintKineFX Constraint (constraint) — applies a named constraint relationship between affected and affector sim objects (the DOP node that binds a relationship to…
constraint_network_relationshipKineFX Constraint Network Relationship (constraintnetworkrelationship) — applies a relationship to a constraint NETWORK, optionally matching…
motion_dataKineFX Motion (motion) — the DOP Motion data node carrying an object's position / pivot / rotation and linear + angular velocity (the initial-state / target…
softbody_constraintKineFX SBD Constraint (sbdconstraint) — a soft-body-dynamics constraint pinning (type 0) or spring-linking (type 1) constrained points of an object to a goal…
cloth_stitch_constraintKineFX Cloth Stitch Constraint (clothstitchconstraint) — stitches constrained points of a cloth object to a goal object/points with a given stiffness & damping
fem_attach_constraintKineFX FEM Attach Constraint (femattachconstraint) — attaches points of a constrained FEM object to a goal object at a rest offset, with optional…
fem_fuse_constraintKineFX FEM Fuse Constraint (femfuseconstraint) — fuses matched points of two FEM objects (matched by ordered point group or by an identifier attribute) into…
fem_region_constraintKineFX FEM Region Constraint (femregionconstraint) — constrains overlapping tetrahedral regions of two FEM objects together, optionally matching parts by an…
fem_slide_constraintKineFX FEM Slide Constraint (femslideconstraint) — constrains points of a FEM object to slide along the surface of a goal object (connection model…
fem_target_constraintKineFX FEM Target Constraint (femtargetconstraint) — softly pulls constrained points of a FEM object toward their animated target positions with a given…
ragdoll_solverWIRE-ONLY: build a KineFX ragdoll solver (kinefx::ragdollsolver) on the character/skeleton geometry (input 0).
muscle_solverWIRE-ONLY: build a muscle solver (musclesolver) on the muscle geometry (input 0).
muscle_solver_femWIRE-ONLY: build a FEM muscle solver (musclesolverfem) on the muscle geometry (input 0).
muscle_solver_vellumWIRE-ONLY: build a Vellum muscle solver (musclesolvervellum) on the muscle geometry (input 0).
tissue_solverWIRE-ONLY: build a tissue (FEM flesh) solver (tissuesolver) on the tissue/skin geometry (input 0).
tissue_solver_vellumWIRE-ONLY: build a Vellum tissue solver (tissuesolvervellum) on the tissue geometry (input 0).
skin_solver_vellumWIRE-ONLY: build a Vellum skin solver (skinsolvervellum) on the skin geometry (input 0).
armature_deformWIRE-ONLY: build an armature deform solver (armaturedeform) on the character geometry (input 0) — quasistatic muscle/skin deformation.
fem_solverWIRE-ONLY: build a FEM soft-body solve cluster (femsolidobject -> femsolver) inside a fresh dopnet.
solid_object_solverWIRE-ONLY: build a solid/cloth FEM cluster (solidobject -> femsolver) inside a fresh dopnet.
filament_solverWIRE-ONLY: build a filament/strand dynamics cluster (filamentobject -> filamentsolver) inside a fresh dopnet.
crowd_solverWIRE-ONLY: build a crowd/creature agent solve cluster (crowdobject -> crowdsolver::3.0) inside a fresh dopnet, reading agents from the wired source (or an…
character_skeletonKineFX Skeleton — the skeleton authoring container (kinefx::skeleton).
configure_jointsKineFX Configure Joints — writes solver-configuration attributes onto a skeleton (input 0) for Full Body IK / Ragdoll / Rig Pose.
configure_joint_limitsKineFX Configure Joint Limits — sets rotation/translation joint limits + limit-guide display on a skeleton (input 0).
orient_jointsKineFX Orient Joints — recomputes joint orientations (the transform point attrib) for a skeleton (input 0), aiming each joint at its child with a…
parent_jointsKineFX Parent Joints — reparents joints in a skeleton hierarchy (input 0).
delete_jointsKineFX Delete Joints — deletes (or keeps only) the joints named by group from a skeleton (input 0), optionally cascading to children.
group_jointsKineFX Group Joints — creates/updates a named point group of joints on a skeleton (input 0) from a selection expression, with a boolean merge against any…
skeleton_blendKineFX Skeleton Blend — blends the pose of one or more skeletons into a base skeleton.
skeleton_mirrorKineFX Skeleton Mirror — mirrors joints of a skeleton (input 0) across a plane or point, renaming mirrored joints via find/replace tokens (e.g. _l -> _r).
rig_doctorKineFX Rig Doctor — validates & repairs a skeleton: initializes missing joint names / transforms, sanitizes names, and outputs hierarchy attributes (parent…
visualize_rigKineFX Visualize Rig — generates rig-visualization geometry (joint gnomons / bone links, styled by color/scale) from a skeleton on input 0.
rig_poseKineFX Rig Pose — the interactive FK/IK posing SOP on a skeleton (input 0).
compute_rig_poseKineFX Compute Rig Pose — evaluates a rig pose from a skeleton (input 0) and bakes the resulting transforms / parameter attributes onto the geometry (the…
rig_match_poseKineFX Rig Match Pose — poses skeleton (input 0, the target rig) to match the pose of source (input 1, the source rig), optionally aligning by bounding box and
rig_mirror_poseKineFX Rig Mirror Pose — mirrors the animated POSE of a skeleton (input 0) across a symmetry axis/plane, matching left/right joints by name tokens (e.g. _l _r)
rig_stash_poseKineFX Rig Stash Pose — stores the current pose of a skeleton (input 0) into a point attribute (mode=store) or restores a previously stashed pose…
rig_copy_transformsKineFX Rig Copy Transforms — copies joint transforms from source (input 1) onto skeleton (input 0, the destination rig), pairing joints by a mapping…
ik_chainsKineFX IK Chains — solves two-bone IK chains on a skeleton (input 0) toward goal positions supplied as targets (input 1).
full_body_ikKineFX Full Body IK — solves a whole-skeleton IK pose on skeleton (input 0) so the configured effector joints reach their targets; optional targets (input 1)…
fbik_configure_targetsKineFX Full Body IK Configure Targets — writes the FBIK target configuration (per-joint offsets, rest-pose reference, center-of-mass target) onto a skeleton…
spline_ikKineFX Spline IK — drives a joint chain of a skeleton (input 0) along a spline fitted through the joints, giving smooth curve-based control (spines, tails…
reverse_footKineFX Reverse Foot — builds a reverse-foot roll setup on a skeleton (input 0), adding heel/ball/toe pivot markers so a foot can roll and pivot.
stabilize_jointKineFX Stabilize Joint — removes jitter / locks a joint of an animated skeleton (input 0) in place over a frame range, with position/angle change limits and…
pose_differenceKineFX Pose Difference — computes the per-joint difference between the pose on skeleton (input 0) and the reference pose (input 1), storing it in an output…
joint_capture_biharmonicKineFX Joint Capture Biharmonic (kinefx::jointcapturebiharmonic) — computes smooth boneCapture skinning weights by solving biharmonic functions over an…
joint_capture_proximityKineFX Joint Capture Proximity (kinefx::jointcaptureproximity) — assigns boneCapture skinning weights to geometry (input 0) by proximity to the skeleton (input
point_capture_biharmonicKineFX Point Capture Biharmonic (kinefx::pointcapturebiharmonic) — biharmonic point-cloud capture of geometry (input 0) to the skeleton (input 1).
joint_capture_paintKineFX Joint Capture Paint (kinefx::jointcapturepaint) — initializes / normalizes boneCapture weights on geometry (input 0) against the skeleton (input 1).
capture_packed_geoKineFX Capture Packed Geo (kinefx::capturepackedgeo) — transfers/packs the capture on geometry (input 0) against the skeleton (input 1), optionally packing the
capture_proximityClassic Capture Proximity (captureproximity) — proximity capture of geometry (input 0) to the capture regions on skeleton (input 1; a KineFX skeleton whose…
bone_captureClassic Capture (capture) — assigns capture weights to geometry (input 0) from the capture regions on skeleton (input 1).
bone_capture_linesClassic Bone Capture Lines (bonecapturelines) — generates classic capture-region line geometry (carrying boneCapture) from the skeleton (input 0), for…
capture_regionClassic Capture Region (cregion) — a 0-input SOURCE that emits one capture-region primitive (a tube with a transform) inside a fresh /obj geo.
capture_mirrorClassic Capture Mirror (capturemirror) — mirrors capture weights on already-captured geometry (input 0) across a plane, renaming mirrored regions via…
capture_correctClassic Capture Correct (capturecorrect) — cleans up capture weights on already-captured geometry (input 0): update/remove stale regions, clamp…
capture_overrideClassic Capture Override (captureoverride) — overrides capture weights on already-captured geometry (input 0) for the named cregions, applying an operation…
name_from_capture_weightLabs Name From Capture Weight (labs::name_from_capture_weight::1.0) — writes a point name attribute on already-captured geometry (input 0) from each point's…
skinning_converterLabs Skinning Converter (labs::skinning_converter::3.0) — converts a vertex-animated / deforming geometry (input 0, time-dependent) into a skeleton +…
dembones_skinning_converterKineFX DemBones Skinning Converter (kinefx::dembones_skinningconverter) — WIRE-ONLY: builds + wires + configures the DemBones external solve that converts an…
joint_deformKineFX Joint Deform (kinefx::jointdeform) — deforms captured skin by joint transforms.
bone_deformKineFX Bone Deform (bonedeform) — deforms capture-weighted geometry using bone/joint capture attributes.
deform_skeleton_skinKineFX Deform Skeleton/Skin (kinefx::deformskelskin) — poses a skeleton (input 0) and deforms the bound skin (optional input 1) together, then outputs the…
pose_space_deform_combineKineFX Pose-Space Deform Combine (posespacedeformcombine) — merges multiple Pose-Space Deform outputs (input 0..N) into a single corrective result.
pose_space_edit_configureKineFX Pose-Space Edit Configure (posespaceeditconfigure) — sets how Pose-Space Edit computes shape differences (pre/post-deform, orient) on geometry (input…
character_blend_shapes_addKineFX Character Blend Shapes Add (kinefx::characterblendshapesadd) — packs a new blend-shape (or in-between) target (input 1) onto a base mesh (input 0).
character_blend_shapes_coreKineFX Character Blend Shapes Core (kinefx::characterblendshapescore) — the low-level weighted blend evaluator: input 0 = base mesh, input 1 = packed blend…
character_blend_shapes_extractKineFX Character Blend Shapes Extract (kinefx::characterblendshapesextract) — extracts a single named blend-shape (or in-between) target mesh out of a packed…
character_blend_shape_channelsKineFX Character Blend Shape Channels (kinefx::characterblendshapechannels) — defines/updates the blend-shape channel table (weights) for a mesh (input 0)…
character_blend_shapesKineFX Character Blend Shapes (kinefx::characterblendshapes) — the all-in-one blendshape node: input 0 = base mesh, input 1 = blend-shape meshes, input 2 =…
blend_shapesClassic Blend Shapes (SOP blendshapes::2.0) — weighted morph of a base mesh (input 0) toward one or more target shapes (input 1..N).
secondary_motionKineFX Secondary Motion (kinefx::secondarymotion) — adds overlapping/jiggle/spring follow-through to an animated skeleton (input 0).
dynamic_warpKineFX Dynamic Warp (kinefx::dynamicwarp) — time-warps a source animation (input 1) to align with a reference animation (input 0) using dynamic time warping…
skeleton_deformKineFX/Classic Deform (SOP deform) — deforms capture-weighted geometry (input 0) by a skeleton referenced through skel_root_path (an in-scene node reference).
motion_clipKineFX MotionClip — PACKS an animated skeleton (input 0) sampled across a frame range into a single-frame packed motionclip (channel primitives).
motion_clip_createKineFX MotionClip Create — builds a motionclip from a live SOP (mode single/fetchsop + source_sop), a clip library, or an imported .bgeo/FBX clip.
motion_clip_compute_createKineFX Compute MotionClip Create — packs the animated skeleton at source_sop (a Houdini node path) over a frame range into a motionclip using the compute…
motion_clip_compute_retimeKineFX Compute MotionClip Retime — retimes a motionclip (input 0) via the compute engine: shift / absolute time / frame / speed, with optional trim and…
motion_clip_retimeKineFX MotionClip Retime — retimes a motionclip (input 0): shift / absolute time / frame / speed, with optional trim, per-frame time/frame/speed overrides, and
motion_clip_velocityKineFX MotionClip Compute Velocity — computes per-joint velocities on a motionclip (input 0); optional rest_frame (input 1) supplies the rest pose.
motion_clip_cycleKineFX MotionClip Cycle — repeats a motionclip (input 0) before/after itself to build a loop, with locomotion continuity (shift/velocity/mirror) and pose…
motion_clip_evaluateKineFX MotionClip Evaluate — samples a motionclip (input 0) at a frame back to a live skeleton pose (current frame or a custom frame), with optional COM output
motion_clip_extractKineFX MotionClip Extract — extracts poses from a motionclip (input 0) as per-frame skeletons or motion trails over a frame range.
motion_clip_key_posesKineFX MotionClip Extract Key Poses — reduces a motionclip (input 0) to its key poses (by percentage or count), either extracting them or tagging them.
motion_clip_locomotionKineFX MotionClip Extract Locomotion — separates a motionclip's (input 0) root locomotion from its in-place motion (compute / prim / joint source)…
motion_clip_mergeKineFX MotionClip Merge — merges two motionclips (input 0 + optional merge_clip on input 1) into one clip stream.
motion_clip_pose_deleteKineFX MotionClip Pose Delete — deletes poses (and/or joints) from a motionclip (input 0) by frame range, frame pattern, pose range, or pose group.
motion_clip_pose_insertKineFX MotionClip Pose Insert — inserts a single skeleton pose (pose, input 1) into a motionclip (input 0) at a frame.
motion_clip_sequenceKineFX MotionClip Sequence — concatenates two motionclips end to end: first (input 0) then second (input 1), with locomotion continuity and a blended seam.
motion_clip_blendKineFX MotionClip Blend — layers a layer motionclip (input 1) over a base motionclip (input 0) with fade-in/fade-out envelopes and a per-joint blend effect.
motion_clip_unpackKineFX MotionClip Unpack — unpacks a motionclip (input 0) back to a live animated skeleton (single frame / range / current frame) or motion trails, carrying…
motion_clip_updateKineFX MotionClip Update — updates a motionclip (input 0) with new poses from poses (input 1) — an unpacked skeleton STREAM that MUST carry a time point…
motion_clip_infoKineFX MotionClip Create Clip Info — ensures a motionclip (optional input 0) carries a clipinfo detail attribute, deriving it from the clip's time prim…
motion_mixer_retimeKineFX Motion Mixer Retime — retimes a motion-mixer / motionclip scene (input 0) by absolute frame, time, playback speed, or hold.
motion_mixer_smoothKineFX Motion Mixer Smooth — Butterworth-filters the channels of a motion-mixer / motionclip scene (input 0) selected by pattern, over the t/r/s components.
motion_mixer_transformKineFX Motion Mixer Transform — applies a TRS(+shear/pivot) transform to the channels of a motion-mixer / motionclip scene (input 0) selected by group.
fbx_character_importKineFX FBX Character Import — imports a full FBX character (skeleton on output 0, skin on output 1, blendshapes on output 2), optionally merging animation from
fbx_anim_importKineFX FBX Animation Import — imports an animated skeleton (a motion clip) from an FBX file into a fresh /obj geo.
fbx_skin_importKineFX FBX Skin Import — imports the skinned mesh (carrying boneCapture weights) from an FBX character into a fresh /obj geo.
gltf_character_importKineFX glTF Character Import — imports a full glTF/glb character (skeleton output 0, skin output 1, blendshapes output 2) into a fresh /obj geo.
gltf_anim_importKineFX glTF Animation Import — imports an animated skeleton (motion clip) from a glTF/glb file into a fresh /obj geo.
gltf_skin_importKineFX glTF Skin Import — imports the skinned mesh (carrying boneCapture weights) from a glTF/glb character into a fresh /obj geo.
usd_character_importKineFX USD Character Import — imports a USDSkel character (skeleton output 0, skin output 1, blendshapes output 2) from a USD file into a fresh /obj geo…
usd_anim_importKineFX USD Animation Import — imports an animated skeleton (motion clip) from a USDSkel file into a fresh /obj geo (forces the file source).
usd_skin_importKineFX USD Skin Import — imports the skinned mesh (carrying boneCapture weights) from a USDSkel character into a fresh /obj geo (forces the file source).
mocap_importKineFX Mocap Import — imports raw motion-capture data (Biovision BVH, Acclaim ASF+AMC, or Motion-Analysis TRC) as an animated skeleton into a fresh /obj geo.
clip_importKineFX Clip Import — reads a .bclip/.clip CHOP motion clip off disk and (optionally, when a skeleton input 0 is supplied) applies it to that skeleton…
retarget_biped_fbxKineFX Retarget Biped FBX — imports a biped FBX and retargets its animation onto the KineFX biped template (skeleton output 0, anim output 1, skin output 2) in
character_ioKineFX Character IO — assembles a KineFX character from its parts: input0 = rest geometry, input1 = capture_pose skeleton (optional), input2 = animated_pose…
fbx_anim_exportKineFX FBX Animation Output — WIRE-ONLY.
fbx_character_exportKineFX FBX Character Output — WIRE-ONLY.
gltf_character_exportKineFX glTF Character Output — WIRE-ONLY.
clip_exportKineFX Clip Export — WIRE-ONLY.
scene_character_exportKineFX Scene Character Export — WIRE-ONLY.
retarget_fbx_exportKineFX Retarget FBX Export — WIRE-ONLY.
classic_boneKineFX/Classic Bone (OBJ bone) — creates one classic Bone object: a length-parameterized bone with a bonelink display and adjustable capture / deform…
dembones_skinning_exportKineFX/Classic DemBones Skinning Converter ROP (/out dembones_skinningconverter) — WIRE-ONLY: builds + configures the DemBones external solve that converts…
deform_bone_rig_biped_armKineFX/Classic Deform Bone Rig — Biped Arm (OBJ deform_bone_rig_biped_arm) — instantiates a ready-made classic bone deformation rig for a biped arm…
deform_bone_rig_biped_hand_4f_2sKineFX/Classic Deform Bone Rig — Biped Hand, 4 Fingers / 2 Segments (OBJ deform_bone_rig_biped_hand_4f_2s) — ready-made classic bone deformation rig for a…
deform_bone_rig_biped_hand_4f_3sKineFX/Classic Deform Bone Rig — Biped Hand, 4 Fingers / 3 Segments (OBJ deform_bone_rig_biped_hand_4f_3s) — ready-made classic bone deformation rig for a…
deform_bone_rig_biped_hand_5f_3sKineFX/Classic Deform Bone Rig — Biped Hand, 5 Fingers / 3 Segments (OBJ deform_bone_rig_biped_hand_5f_3s) — ready-made classic bone deformation rig for a full
deform_bone_rig_biped_head_and_neckKineFX/Classic Deform Bone Rig — Biped Head and Neck (OBJ deform_bone_rig_biped_head_and_neck) — ready-made classic bone deformation rig for a biped head +…
deform_bone_rig_biped_legKineFX/Classic Deform Bone Rig — Biped Leg (OBJ deform_bone_rig_biped_leg) — ready-made classic bone deformation rig for a biped leg (thigh/shin/foot bones…
deform_bone_rig_biped_spine_3pcKineFX/Classic Deform Bone Rig — Biped Spine, 3 Pieces (OBJ deform_bone_rig_biped_spine_3pc) — ready-made 3-segment classic bone deformation rig for a biped…
deform_bone_rig_biped_spine_5pcKineFX/Classic Deform Bone Rig — Biped Spine, 5 Pieces (OBJ deform_bone_rig_biped_spine_5pc) — ready-made 5-segment classic bone deformation rig for a biped…
deform_bone_rig_quadruped_back_legKineFX/Classic Deform Bone Rig — Quadruped Back Leg (OBJ deform_bone_rig_quadruped_back_leg) — ready-made classic bone deformation rig for a quadruped hind…
deform_bone_rig_quadruped_front_legKineFX/Classic Deform Bone Rig — Quadruped Front Leg (OBJ deform_bone_rig_quadruped_front_leg) — ready-made classic bone deformation rig for a quadruped…
deform_bone_rig_quadruped_head_and_neckKineFX/Classic Deform Bone Rig — Quadruped Head and Neck (OBJ deform_bone_rig_quadruped_head_and_neck) — ready-made classic bone deformation rig for a…
deform_bone_rig_quadruped_ik_spineKineFX/Classic Deform Bone Rig — Quadruped IK Spine (OBJ deform_bone_rig_quadruped_ik_spine) — ready-made classic bone deformation rig for a quadruped IK spine
deform_bone_rig_quadruped_tailKineFX Deform Bone Rig Quadruped Tail — an /obj bone-deform rig HDA for a quadruped tail chain (A_source: 0 inputs, cooks a default guide/hook rig).
deform_bone_rig_quadruped_toes_4fKineFX Deform Bone Rig Quadruped Toes (4 Fingers) — an /obj bone-deform rig HDA for a 4-toe quadruped foot (A_source: 0 inputs).
deform_bone_rig_quadruped_toes_5fKineFX Deform Bone Rig Quadruped Toes (5 Fingers) — an /obj bone-deform rig HDA for a 5-toe quadruped foot (A_source: 0 inputs).
deform_rig_biped_armKineFX Deform Rig Biped Arm — an /obj muscle-deform rig HDA for a biped arm (A_source: 0 inputs, cooks a default muscle/guide rig).
deform_rig_biped_hand_4f_2sKineFX Deform Rig Biped Hand (4 Fingers, 2 Segments) — an /obj muscle-deform rig HDA for a biped hand (A_source: 0 inputs).
deform_rig_biped_hand_4f_3sKineFX Deform Rig Biped Hand (4 Fingers, 3 Segments) — an /obj muscle-deform rig HDA for a biped hand (A_source: 0 inputs).
deform_rig_biped_hand_5f_3sKineFX Deform Rig Biped Hand (5 Fingers, 3 Segments) — an /obj muscle-deform rig HDA for a biped hand (A_source: 0 inputs).
deform_rig_biped_head_and_neckKineFX Deform Rig Biped Head and Neck — an /obj muscle-deform rig HDA for a biped head+neck (A_source: 0 inputs).
deform_rig_biped_legKineFX Deform Rig Biped Leg — an /obj muscle-deform rig HDA for a biped leg (A_source: 0 inputs).
deform_rig_biped_spine_3pcKineFX Deform Rig Biped Spine (3 Pieces) — an /obj muscle-deform rig HDA for a 3-piece biped spine (A_source: 0 inputs).
deform_rig_biped_spine_5pcKineFX Deform Rig Biped Spine (5 Pieces) — an /obj muscle-deform rig HDA for a 5-piece biped spine (A_source: 0 inputs).
deform_rig_quadruped_back_legKineFX Deform Rig Quadruped Back Leg — an /obj muscle-deform rig HDA for a quadruped back leg (A_source: 0 inputs).
deform_rig_quadruped_front_legKineFX Deform Rig Quadruped Front Leg — an /obj muscle-deform rig HDA for a quadruped front leg (A_source: 0 inputs).
deform_rig_quadruped_head_and_neckKineFX Deform Rig Quadruped Head and Neck — an /obj muscle-deform rig HDA for a quadruped head+neck (A_source: 0 inputs).
deform_rig_quadruped_ik_spineKineFX Deform Rig Quadruped IK Spine — an /obj muscle-deform rig HDA for a quadruped IK spine (A_source: 0 inputs).
deform_rig_quadruped_tailKineFX Deform Rig Quadruped Tail — an /obj muscle-deform rig HDA for a quadruped tail (A_source: 0 inputs).
deform_rig_quadruped_toes_4fKineFX Deform Rig Quadruped Toes (4 Fingers) — an /obj muscle-deform rig HDA for a 4-toe quadruped foot (A_source: 0 inputs).
deform_rig_quadruped_toes_5fKineFX Deform Rig Quadruped Toes (5 Fingers) — an /obj muscle-deform rig HDA for a 5-toe quadruped foot (A_source: 0 inputs).
toon_character_deform_rigKineFX Toon Character Deform Rig (toon_character_deform_rig) — a 0-input OBJ PRESET that instantiates the legacy ready-made full toon character: a body-part…
bone_linkKineFX Bone Link (bonelink) — a 0-input SOURCE that emits the classic bone-link geometry (the tapered link shape drawn between a bone's ends, with optional…
bone_solidifyKineFX Bone Solidify (bonesolidify) — tetrahedralizes an input skin mesh (input 0) into a solid tet mesh bound to the rig, for FEM / soft-body-style bone…
capture_attribute_unpackKineFX Capture Attribute Unpack (captureattribunpack) — expands a packed capture attribute (default boneCapture) on geometry (input 0) into separate _index +…
capture_attribute_packKineFX Capture Attribute Pack (captureattribpack) — collapses the separate capture _index + _data component attributes on geometry (input 0) back into a single
capture_layer_paintKineFX Capture Layer Paint (capturelayerpaint::2.0) — edits/normalizes classic capture weights on geometry (input 0) for the active capture regions; the…
post_anim_deformLabs Post Animation Deform (labs::post_anim_deform) — applies the deformation delta between a rest mesh (input 1) and its deformed version (input 2) onto a…
neuron_mocapLabs Neuron Mocap (labs::neuron_mocap) — a 0-input SOURCE (fresh /obj geo) that configures a Perception Neuron live-mocap stream (character name / IP / port…
rokoko_mocapLabs Rokoko Mocap (labs::rokoko_mocap) — a 0-input SOURCE (fresh /obj geo) that configures a Rokoko Smartsuit live-mocap stream (IP / port / actor / suit name)
dembones_skinning_externalLabs DemBones Skinning Converter (labs::dembones_skinningconverter) — WIRE-ONLY.
dembones_skinning_bakeDemBones Skinning Converter, native SOP writer (dembones_skinningconverter::1.0) — WIRE-ONLY.
skin_propertiesKineFX Skin Properties (skinproperties) — authors per-point muscle/skin SOLVER property attributes on the input skin (input 0): surface & solid stiffness /…
skin_solidifyKineFX Skin Solidify (skinsolidify::2.0) — builds a layered SOLID tet shell around an input skin surface (input 0) for FEM / cloth-style skin simulation…
skin_deformKineFX Skin Deform (skindeform) — muscle-aware skin finishing over an input skin (input 0): a muscle-blur pass that smooths skin weights toward the…
animation_rig_biped_armKineFX Animation Rig Biped Arm — an /obj animation (control) rig HDA for a biped arm (A_source: 0 inputs, cooks a default FK/IK control rig).…
animation_rig_biped_hand_4f_2sKineFX Animation Rig Biped Hand (4 Fingers, 2 Segments) — an /obj animation rig HDA for a biped hand (A_source: 0 inputs).…
animation_rig_biped_hand_4f_3sKineFX Animation Rig Biped Hand (4 Fingers, 3 Segments) — an /obj animation rig HDA for a biped hand (A_source: 0 inputs).…
animation_rig_biped_hand_5f_3sKineFX Animation Rig Biped Hand (5 Fingers, 3 Segments) — an /obj animation rig HDA for a biped hand (A_source: 0 inputs).…
animation_rig_biped_head_and_neckKineFX Animation Rig Biped Head and Neck — an /obj animation rig HDA for a biped head+neck (A_source: 0 inputs, cooks head/neck/jaw/eye look-at controls).…
animation_rig_biped_legKineFX Animation Rig Biped Leg — an /obj animation rig HDA for a biped leg (A_source: 0 inputs, cooks a default FK/IK control rig).…
animation_rig_biped_spine_3pcKineFX Animation Rig Biped Spine (3 Pieces) — an /obj animation rig HDA for a 3-piece biped spine (A_source: 0 inputs). control_scale/control_lod/control_color
animation_rig_biped_spine_5pcKineFX Animation Rig Biped Spine (5 Pieces) — an /obj animation rig HDA for a 5-piece biped spine (A_source: 0 inputs). control_scale/control_lod/control_color
animation_rig_character_placerKineFX Animation Rig Character Placer — the /obj root placement rig HDA that positions a whole character (A_source: 0 inputs).…
animation_rig_quadruped_back_legKineFX Animation Rig Quadruped Back Leg — an /obj animation rig HDA for a quadruped back leg (A_source: 0 inputs). control_scale/control_lod/control_color size
animation_rig_quadruped_front_legKineFX Animation Rig Quadruped Front Leg — an /obj animation rig HDA for a quadruped front leg (A_source: 0 inputs). control_scale/control_lod/control_color…
animation_rig_quadruped_head_and_neckKineFX Animation Rig Quadruped Head and Neck — an /obj animation rig HDA for a quadruped head+neck (A_source: 0 inputs).…
animation_rig_quadruped_ik_spineKineFX Animation Rig Quadruped IK Spine — an /obj animation rig HDA for a quadruped IK spine (A_source: 0 inputs). control_scale/control_lod/control_color size
animation_rig_quadruped_tailKineFX Animation Rig Quadruped Tail — an /obj animation rig HDA for a quadruped tail (A_source: 0 inputs). control_scale/control_lod/control_color size & style
animation_rig_quadruped_toes_4fKineFX Animation Rig Quadruped Toes (4 Fingers) — an /obj animation rig HDA for a 4-toe quadruped foot (A_source: 0 inputs).…
animation_rig_quadruped_toes_5fKineFX Animation Rig Quadruped Toes (5 Fingers) — an /obj animation rig HDA for a 5-toe quadruped foot (A_source: 0 inputs).…
auto_rig_biped_armKineFX Auto Rig Biped Arm — an /obj auto-rig builder HDA that assembles a full biped-arm control rig from defaults (A_source: 0 inputs).…
auto_rig_biped_hand_4f_2sKineFX Auto Rig Biped Hand (4 Fingers, 2 Segments) — an /obj auto-rig builder HDA that assembles a full biped-hand control rig from defaults (A_source: 0…
auto_rig_biped_hand_4f_3sKineFX Auto Rig Biped Hand (4 Fingers, 3 Segments) — an /obj auto-rig HDA that builds a default 4-finger biped hand control rig (A_source: 0 inputs).
auto_rig_biped_hand_5f_3sKineFX Auto Rig Biped Hand (5 Fingers, 3 Segments) — an /obj auto-rig HDA that builds a default 5-finger biped hand control rig (A_source: 0 inputs).
auto_rig_biped_head_and_neckKineFX Auto Rig Biped Head and Neck — an /obj auto-rig HDA that builds a default biped head+neck control rig (A_source: 0 inputs).
auto_rig_biped_legKineFX Auto Rig Biped Leg — an /obj auto-rig HDA that builds a default biped leg control rig (A_source: 0 inputs).
auto_rig_biped_spine_3pcKineFX Auto Rig Biped Spine (3 Pieces) — an /obj auto-rig HDA that builds a default 3-piece biped spine control rig (A_source: 0 inputs).
auto_rig_biped_spine_5pcKineFX Auto Rig Biped Spine (5 Pieces) — an /obj auto-rig HDA that builds a default 5-piece biped spine control rig (A_source: 0 inputs).
auto_rig_quadruped_back_legKineFX Auto Rig Quadruped Back Leg — an /obj auto-rig HDA that builds a default quadruped back-leg control rig (A_source: 0 inputs).
auto_rig_quadruped_front_legKineFX Auto Rig Quadruped Front Leg — an /obj auto-rig HDA that builds a default quadruped front-leg control rig (A_source: 0 inputs).
auto_rig_quadruped_head_and_neckKineFX Auto Rig Quadruped Head and Neck — an /obj auto-rig HDA that builds a default quadruped head+neck control rig (A_source: 0 inputs).
auto_rig_quadruped_ik_spineKineFX Auto Rig Quadruped IK Spine — an /obj auto-rig HDA that builds a default quadruped IK-spine control rig (A_source: 0 inputs).
auto_rig_quadruped_tailKineFX Auto Rig Quadruped Tail — an /obj auto-rig HDA that builds a default quadruped tail control rig (A_source: 0 inputs).
auto_rig_quadruped_toes_4fKineFX Auto Rig Quadruped Toes (4 Fingers) — an /obj auto-rig HDA that builds a default 4-toe quadruped foot control rig (A_source: 0 inputs).
auto_rig_quadruped_toes_5fKineFX Auto Rig Quadruped Toes (5 Fingers) — an /obj auto-rig HDA that builds a default 5-toe quadruped foot control rig (A_source: 0 inputs).
auto_rig_character_placerKineFX Auto Rig Character Placer — an /obj auto-rig HDA that lays out the placement guides a rig is built from (A_source: 0 inputs).
biped_auto_rigKineFX Biped Auto Rig — an /obj one-call HDA that builds a full default biped control rig (A_source: 0 inputs).
auto_rig_eyeKineFX Auto Rig Eye — an /obj auto-rig HDA that builds a single eye rig (A_source: 0 inputs).
impostor_camera_rigKineFX Labs Impostor Camera Rig — an /obj rig HDA that builds the multi-view camera rig an impostor bake shoots from (A_source: 0 inputs).
mocap_acclaimKineFX Mocap Acclaim — an /obj mocap-import HDA for Acclaim ASF/AMC motion capture (A_source: 0 inputs; cooks green empty until a skeleton is set).
mocap_rig_biped_armKineFX Mocap Rig Biped Arm — an /obj mocap-retarget rig HDA that drives a biped-arm animation rig from a mocap skeleton (A_source: 0 inputs).
mocap_rig_biped_head_and_neckKineFX Mocap Rig Biped Head and Neck — an /obj mocap-retarget rig HDA that drives a biped head+neck animation rig from a mocap skeleton (A_source: 0 inputs).
mocap_rig_biped_legKineFX Mocap Rig Biped Leg — an /obj mocap-retarget rig HDA that drives a biped-leg animation rig from a mocap skeleton (A_source: 0 inputs).
mocap_rig_biped_spine_3pcKineFX Mocap Rig Biped Spine (3 Pieces) — an /obj mocap-retarget rig HDA that drives a 3-piece biped spine animation rig from a mocap skeleton (A_source: 0…
mocap_rig_biped_spine_5pcKineFX Mocap Rig Biped Spine (5 Pieces) — an /obj mocap-retarget rig HDA that drives a 5-piece biped spine animation rig from a mocap skeleton (A_source: 0…
mocap_biped_1KineFX MoCap Biped 1 — a pre-built MoCap Biped test character with baked locomotion clips (A_source: built bare, 0 inputs wired).
mocap_biped_2KineFX MoCap Biped 2 — a pre-built MoCap Biped test character with a large baked clip library (A_source: built bare, 0 inputs wired).
mocap_biped_3KineFX MoCap Biped 3 — the advanced pre-built MoCap Biped test character with a categorized clip library and motion-matching (A_source: built bare, 0 inputs…
quadruped_auto_rig_4fKineFX Quadruped Auto Rig (4 Toes) — an /obj one-call HDA that builds a full default 4-toe quadruped control rig (A_source: 0 inputs).
quadruped_auto_rig_5fKineFX Quadruped Auto Rig (5 Toes) — an /obj one-call HDA that builds a full default 5-toe quadruped control rig (A_source: 0 inputs).
toon_characterKineFX Toon Character — an /obj HDA that builds a full pre-rigged toon character (auto-rig + face + mocap) from defaults (A_source: 0 inputs).
constraint_beginKineFX Constraint Get World Space Begin (constraintbegin) — the START of a CHOP constraint network: emits the world transform of object as t/r/s tracks (9…
constraint_objectKineFX Constraint Object (constraintobject) — emits the world transform of target as t/r/s tracks (9), optionally expressed relative to reference.
constraint_object_pretransformKineFX Constraint Object Pretransform (constraintobjectpretransform) — emits the pre-transform (the object's rest/pivot offset) of target as t/r/s tracks (9).
constraint_object_offsetKineFX Constraint Object Offset (constraintobjectoffset) — emits the offset transform of target relative to reference as t/r/s tracks (9), masked by…
constraint_get_world_spaceKineFX Constraint Get World Space (constraintgetworldspace) — emits the WORLD-space transform of object as t/r/s tracks (9).
constraint_get_parent_spaceKineFX Constraint Get Parent Space (constraintgetparentspace) — emits the PARENT-space transform of object as t/r/s tracks (9); parent_bone selects the…
constraint_get_local_spaceKineFX Constraint Get Local Space (constraintgetlocalspace) — emits the LOCAL-space transform of object as t/r/s tracks (9); mode picks the local-space…
constraint_look_atKineFX Constraint Look At (constraintlookat) — emits a rotation that aims look_at_axis at a look-at position while keeping look_up_axis_ toward an up target (9
constraint_pathKineFX Constraint Path (constraintpath) — emits a transform that rides along the curve at sop_path at parametric position, oriented by the look-at/look-up…
constraint_pointsKineFX Constraint Points (constraintpoints) — emits a transform attached to point(s) of the SOP at sop_path (a group, or the nearest within…
constraint_exportKineFX Constraint Export (constraintexport) — terminates a constraint network by exporting the combined transform to the constraint object at constraints_path;
constraint_blendKineFX Constraint Blend (constraintblend) — blends two or more constraint transform streams.
constraint_sequenceKineFX Constraint Sequence (constraintsequence) — sequentially blends a chain of constraint streams by blend.
constraint_offsetKineFX Constraint Offset (constraintoffset) — applies the offset transform on input1 (input 1) to the base transform on input (input 0) by blend.
constraint_parentKineFX Constraint Parent (constraintparent) — composes a child transform under a parent transform (the CHOP parenting primitive).
constraint_parent_extendedKineFX Constraint Parent Extended (constraintparentx) — parenting with a write_mask (int bitmask of channels written, default 511).
constraint_simple_blendKineFX Constraint Simple Blend (constraintsimpleblend) — a lightweight blend of two constraint streams by blend.
constraint_offset_blendKineFX Constraint Offset Blend (constraintoffsetblend) — blends an offset across up to four constraint streams by blend.
constraint_surfaceKineFX Constraint Surface (constraintsurface) — a CHOP that emits a transform stuck to the SURFACE of the SOP at sop_path, located by a UV coordinate (uv on…
constraint_transformKineFX Constraint Transform (constrainttransform) — a CHOP that emits an explicit transform built from translate/rotate/scale (with…
constraint_poseKineFX Pose (pose) — a Constraints-tab CHOP that emits a stored static pose as t/r/s transform tracks (from translate/rotate/scale with…
jiggleKineFX Jiggle (jiggle) — a CHOP that adds secondary jiggle motion to the transform stream on input (input 0, which MUST carry tx/ty/tz channels).
lagKineFX Lag (lag) — a CHOP that smooths / delays the channel stream on input (input 0).
channel_springKineFX Spring (spring, CHOP) — drives the channel stream on input (input 0) with a mass-spring system: spring_constant, mass, damping, method (disp / force)…
channel_pose_differenceKineFX Pose Difference (posedifference, CHOP) — computes the difference between the pose stream on input (input 0) and a reference pose.
chop_waveCHOP Wave (wave) — generates a periodic waveform channel (sine/triangle/ramp/square/pulse) over a frame range.
chop_waveformCHOP Waveform (waveform) — generates a constant/sine/square waveform channel (data-driven waveform source).
chop_noiseCHOP Noise (noise) — generates an animated noise channel (sparse/perlin/harmonic/brownian/alligator).
chop_constantCHOP Constant (constant) — generates channels holding constant values (up to four named channels).
chop_splineCHOP Spline (spline) — generates a spline-interpolated channel (bezier/cubic) over a range.
chop_pulseCHOP Pulse (pulse) — generates a sequence of value pulses over a range.
chop_channelCHOP Channel (channel) — generates channels sampled from parameter channels / keyframes over a range.
chop_oscillatorCHOP Oscillator (oscillator) — audio-style oscillator driven by an input channel (REQUIRES an input CHOP).
chop_mathCHOP Math (math) — per-channel and cross-CHOP arithmetic, gain and remap.
chop_functionCHOP Function (function) — applies a math function (sqrt/trig/log/pow/...) to the input channels.
chop_filterCHOP Filter (filter) — temporal filter (gaussian/box/edge/sharpen/despike) on input channels.
chop_limitCHOP Limit (limit) — clamps / loops / quantizes input channel values.
chop_lagCHOP Lag (lag) — smooths input channels with lag/overshoot (spring-like follow).
chop_lookupCHOP Lookup (lookup) — uses input 0 as an index to look up values in input 1.
chop_cycleCHOP Cycle (cycle) — repeats/mirrors the input channels before and after with optional blends.
chop_blendCHOP Blend (blend) — weight-blends channels across wired inputs.
chop_mergeCHOP Merge (merge) — merges the channels of all wired inputs into one stream.
chop_warpCHOP Warp (warp) — time-warps input 0 by the warp channel on input 1.
chop_resampleCHOP Resample (resample) — resamples the input channels to a new rate / range.
chop_shiftCHOP Shift (shift) — shifts / scrolls the input channels in time.
chop_holdCHOP Hold (hold) — holds (sample-and-holds) the input channels.
chop_spectrumCHOP Spectrum (spectrum) — converts input channels to/from the frequency domain.
chop_multiplyCHOP Multiply (multiply) — multiplies the channels of all wired inputs together.
chop_invertCHOP Invert (invert) — inverts (reciprocal) the input channel values.
chop_extendCHOP Extend (extend) — sets how the input channels extend before/after their range.
chop_stretchCHOP Stretch (stretch) — stretches the input channels in time and value.
chop_trimCHOP Trim (trim) — trims the input channels to a sub-range.
chop_areaCHOP Area (area) — integrates the input channels (area / running integral).
chop_envelopeCHOP Envelope (envelope) — extracts the amplitude envelope of the input channels.
chop_interpCHOP Interpolate (interp) — interpolates between the wired inputs over time.
chop_delayCHOP Delay (delay) — adds delayed, gained echoes of the input channels.
chop_slopeCHOP Slope (slope) — computes the slope / acceleration (derivative) of the input channels.
chop_fanCHOP Fan (fan) — fans one channel out to many, or fans many channels in to one.
chop_countCHOP Count (count) — counts threshold crossings of the input channels.
chop_nullCHOP Null (null) — pass-through null (a stable named tap into the channel stream).
chop_vectorCHOP Vector (vector) — vector operations (magnitude/normalize/dot/cross/project/...) on channel triples.
chop_attributeCHOP Attribute (attribute) — manages transform attributes (rotation order / slerp) on the channels.
chop_copyCHOP Copy (copy) — stamps input 0 at each trigger sample of input 1.
chop_shuffleCHOP Shuffle (shuffle) — reorders / splits / sequences the input channels.
chop_reorderCHOP Reorder (reorder) — reorders channels by numeric / character pattern.
chop_renameCHOP Rename (rename) — renames channels by pattern.
chop_deleteCHOP Delete (delete) — deletes channels by name or number.
chop_switchCHOP Switch (switch) — passes through one of the wired inputs, selected by index.
chop_layerCHOP Layer (layer) — layers the wired inputs with per-layer weights (active layer selects the base).
chop_compositeCHOP Composite (comp) — composites (additive rise/peak/release) the wired inputs.
chop_triggerCHOP Trigger (trigger) — generates an ADSR-style envelope triggered by the input channels.
chop_footplantCHOP Foot Plant (footplant) — detect + lock foot contacts in a walk animation to kill sliding.
chop_iksolverCHOP IK Solver (iksolver) — solve a bone chain to reach an end affector.
chop_inversekinCHOP Inverse Kinematics (inversekin) — the classic bone-chain IK solver driven by OBJ bone paths.
chop_transform_chainCHOP Transform Chain (transformchain) — recompose a chain of transforms into output channels.
chop_export_transformsCHOP Export Transforms (exporttransforms) — map transform channels to OBJ node parameters.
chop_extract_bone_transformsCHOP Extract Bone Transforms (extractbonetransforms) — read a KineFX skeleton's bone transforms into channels.
chop_extract_pose_driversCHOP Extract Pose Drivers (extractposedrivers) — extract driver channels (joint xforms / parms) that feed a pose-space deformer.
chop_blendposeCHOP Blend Pose (blendpose) — pose-space interpolation (RBF / hyperplane) that blends example poses by driver values.
chop_stashposeCHOP Stash Pose (stashpose) — stash the current pose as a static reference pose for pose-space workflows.
agent_sourceCrowd Agent (agent SOP) — creates/imports agent primitives. input=scene (an /obj bone subnet), disk (agent cache dir), fbx or usd.
agent_look_atCrowd Agent Look At (agentlookat::3.0) — orients agent head/eye joints toward a target. input0 = agents, input1 = target points (target_type=points).
agent_terrain_adaptationCrowd Agent Terrain Adaptation (agentterrainadaptation::3.0) — DOP crowd microsolver: foot-locking + hip-adjust of agents to terrain.
agent_terrain_projectionCrowd Agent Terrain Projection (agentterrainprojection) — DOP crowd microsolver projecting agent particles/feet onto a terrain surface.
agent_look_at_applyCrowd Agent Look At Apply (agentlookatapply::3.0) — DOP crowd microsolver applying head/eye look-at targeting to agents each sim step.
agent_clip_layerCrowd Agent Clip Layer (agentcliplayer) — DOP crowd microsolver that layers/blends animation clips onto agents.
agent_arcing_clip_layerCrowd Agent Arcing Clip Layer (agentarcingcliplayer) — DOP crowd microsolver that layers an arcing/turning clip onto agents.
crowd_fuzzy_logicCrowd Fuzzy Logic (crowdfuzzylogic) — DOP node combining trigger inputs via fuzzy logic into a trigger attribute.
crowd_objectCrowd Object (crowdobject) — the DOP object holding the agent crowd in a crowd sim.
crowd_stateCrowd State (crowdstate::3.0) — a named behaviour state (clip assignment, gait, ragdoll mode) in a crowd state machine.
agent_clipKineFX Agent Clip (agentclip::2.0) — bakes a motion source onto agent primitives as a named clip. input0 = agents, input1 = MotionClip (source=sop/chop).
crowd_triggerKineFX Crowd Trigger (crowdtrigger::2.0) — evaluates a per-agent condition (proximity/attribute/speed/distance/...) and writes a trigger attribute.
crowd_trigger_logicKineFX Crowd Trigger Logic (crowdtriggerlogic::2.0) — combines up to two trigger streams with a boolean operation and writes a trigger attribute.
crowd_transitionKineFX Crowd Transition (crowdtransition::3.0) — defines a transition between two crowd states, fired by a trigger.
crowd_sop_importKineFX Crowd SOP Import (sopcrowdimport) — imports a SOP crowd (agent primitives) onto the USD stage as UsdSkel characters. sop_path = the SOP carrying the…
crowd_render_proceduralKineFX Crowd Render Procedural (houdinicrowdprocedural) — sets up a render-time (Karma) crowd delayed-load procedural so agents expand at render, not baked.…
bake_skinningKineFX Bake Skinning (bakeskinning) — bakes UsdSkel skinning on an input stage down to deformed point positions (crowd render-prep after crowd_sop_import).…
agent_channelsKineFX Agent Channels (agent CHOP) — evaluates an agent primitive's clip or pose transforms into CHOP tracks (drive rigs/lights/objects from crowd…
agent_cameraKineFX Agent Cam (agentcam) — an /obj camera driven by a crowd agent's own camera definition (render through an agent's eyes). agent_source = the SOP…
agent_clip_propertiesCrowd Agent Clip Properties (agentclipproperties) — authors per-clip metadata (frame range, sample units, previewed clip) on an agent's clip catalog. input0…
agent_clip_transition_graphCrowd Agent Clip Transition Graph (agentcliptransitiongraph) — computes clip-to-clip transition blends for an agent. input0 = agents, input1 = existing…
agent_collision_layerCrowd Agent Collision Layer (agentcollisionlayer) — builds/marks a collision layer on agents for ragdoll/bullet collision shapes. input0 = agents.
agent_configure_jointsCrowd Agent Configure Joints (agentconfigurejoints) — configures per-joint ragdoll limits and guide display on agents. input0 = agents.
agent_constraint_networkCrowd Agent Constraint Network (agentconstraintnetwork) — builds the ragdoll constraint network (softness / ERP / CFM / bias tuning) for agents. input0 =…
agent_definition_cacheCrowd Agent Definition Cache (agentdefinitioncache) — loads a cached agent definition (rig/layers/shapes/clips/metadata).
agent_editCrowd Agent Edit (agentedit) — overrides an agent's current/collision layer, current clip and clip time. input0 = agents.
agent_layerCrowd Agent Layer (agentlayer::2.0) — adds/assigns shape layers to agents and sets the current and collision layers. input0 = agents, input1 = shape…
agent_metadataCrowd Agent Metadata (agentmetadata) — reads/merges/sets typed metadata dictionaries on agents. input0 = agents.
agent_prepCrowd Agent Prep (agentprep::3.0) — prepares agents for crowd sim (rest clip, limb setup, clip loading). input0 = agents. cachedir + clippaths confined to…
agent_proxyCrowd Agent Proxy (agentproxy) — sets viewport proxy display (LOD / id / color) for agent points, for fast crowd previews. input0 = points carrying agent…
agent_relationshipCrowd Agent Relationship (agentrelationship) — parents child agents to a parent agent (optionally to a specific joint) with a position/rotation/all constraint.
agent_transform_groupCrowd Agent Transform Group (agenttransformgroup) — defines named transform (joint) groups on agents for weighted deformation/blending. input0 = agents.
agent_unpackCrowd Agent Unpack (agentunpack) — unpacks agent primitives into their underlying geometry (deformed \
agent_vellum_unpackCrowd Agent Vellum Unpack (agentvellumunpack) — unpacks agents into sim (Vellum) + rest geometry for cloth/soft-body crowd setups. input0 = agents.
crowd_assign_layersCrowd Assign Layers (crowdassignlayers) — assigns/randomizes current & collision layers on a crowd of agents by group / layer-pattern / percentage. input0 =…
crowd_motion_pathCrowd Motion Path (crowdmotionpath) — generates editable motion-path curves for a crowd by evaluating each agent's assigned clips (or a cached sim) over a…
crowd_motion_path_apply_relationshipCrowd Motion Path Apply Relationship (crowdmotionpathapplyrel) — applies agent parent/child relationships onto motion paths. input0 = motion paths, input1 =…
crowd_motion_path_arcing_layerCrowd Motion Path Arcing Layer (crowdmotionpatharcinglayer) — layers turn (arcing) clips onto a motion path based on turn rate. input0 = motion paths, input1 =
crowd_motion_path_avoidCrowd Motion Path Avoid (crowdmotionpathavoid) — steers motion paths to avoid collisions, neighbors and obstacles. input0 = motion paths, input1 = agents…
crowd_motion_path_editCrowd Motion Path Edit (crowdmotionpathedit) — pin-weight / scale-adjustment editing of motion paths (non-interactive data controls). input0 = motion paths…
crowd_motion_path_edit_coreCrowd Motion Path Edit Core (crowdmotionpatheditcore) — the data core of the motion-path edit: applies pin-weight / scale-adjustment attributes to motion…
crowd_motion_path_evaluateCrowd Motion Path Evaluate (crowdmotionpathevaluate) — samples a crowd's motion paths at a given frame, producing the posed crowd points. input0 = motion…
crowd_motion_path_evaluate_coreCrowd Motion Path Evaluate Core (crowdmotionpathevaluatecore) — the data core of the motion-path evaluate: poses agents from motion paths at a given time.
crowd_motion_path_followCrowd Motion Path Follow (crowdmotionpathfollow) — deforms motion paths to follow guide curves. input0 = motion paths, input1 = agents (opt), input2 = curves…
crowd_motion_path_layerCrowd Motion Path Layer (crowdmotionpathlayer) — layers an animation clip onto a motion path when triggered (via trigger groups). input0 = motion paths, input1
crowd_motion_path_retimeCrowd Motion Path Retime (crowdmotionpathretime) — retimes / clips a motion path's frame range and playback speed. input0 = motion paths, input1 = agents…
crowd_motion_path_transitionCrowd Motion Path Transition (crowdmotionpathtransition) — transitions a motion path from its current clip to a new clip when triggered. input0 = motion paths,
crowd_sourceCrowd Source (crowdsource::3.0) — generates the crowd point stream (formation grid or scatter) that seeds a crowd sim; each point spawns an agent with an…
crowd_motion_path_triggerCrowd Motion Path Trigger (crowdmotionpathtrigger) — evaluates a trigger condition (time / bounds / object-distance / raycast / neighbor-distance / clip) along
agent_animation_unpackAgent Animation Unpack (kinefx::agentanimationunpack) — unpacks an agent's animation into a KineFX skeleton output: pose / agent-clip pose / rest pose / motion
agent_character_unpackAgent Character Unpack (kinefx::agentcharacterunpack) — unpacks an agent into its component geometry: output 0 = skin shapes, output 1 = skeleton, output 2 =…
agent_from_rigAgent From Rig (kinefx::agentfromrig) — converts a KineFX rig/skeleton into a single Agent primitive (rest pose, no clips).
agent_pose_from_rigAgent Pose From Rig (kinefx::agentposefromrig) — drives an agent's pose from a KineFX rig/skeleton pose (both inputs REQUIRED).
agent_transformsCrowd Agent Transforms (agenttransforms) — data-provider VOP reading an agent primitive's transform matrices.
agent_transform_namesCrowd Agent Transform Names (agenttransformnames) — data-provider VOP reading the ordered transform (joint) names of an agent's rig.
agent_transform_countCrowd Agent Transform Count (agenttransformcount) — data-provider VOP outputting the number of transforms (joints) in an agent's rig.
agent_rig_findCrowd Agent Rig Find (agentrigfind) — data-provider VOP returning the transform index of a named joint in an agent's rig.
agent_rig_childrenCrowd Agent Rig Children (agentrigchildren) — data-provider VOP returning the child transform indices of a joint in an agent's rig hierarchy.
agent_rig_parentCrowd Agent Rig Parent (agentrigparent) — data-provider VOP returning the parent transform index of a joint in an agent's rig hierarchy.
agent_clip_weightsCrowd Agent Clip Weights (agentclipweights) — data-provider VOP reading the active per-clip blend weights of an agent.
agent_layersCrowd Agent Layers (agentlayers) — data-provider VOP reading the list of layer names on an agent definition.
agent_layer_nameCrowd Agent Layer Name (agentlayername) — data-provider VOP resolving a layer name for an agent (e.g. current / collision layer).
agent_layer_bindingsCrowd Agent Layer Bindings (agentlayerbindings) — data-provider VOP reading the shape->transform bindings of a named agent layer.
agent_layer_shapesCrowd Agent Layer Shapes (agentlayershapes) — data-provider VOP reading the shape names in a named agent layer, optionally filtered by shape type.
agent_convert_transformsCrowd Agent Convert Transforms (agentconverttransforms) — data-provider VOP converting an agent's transforms array between spaces (e.g. local world).
franken_muscleMuscle Franken Muscle (frankenmuscle) — assigns multiple muscle_id sub-regions within a single muscle geometry so one solid mesh behaves as several independent
franken_muscle_paintMuscle Franken Muscle Paint (frankenmusclepaint) — the paint front-end for muscle_id masks on a muscle geometry (input 0).
muscle_idMuscle Muscle ID (muscleid) — assigns a per-primitive muscle_id name attribute to each connected surface cluster so downstream muscle SOPs address muscles…
muscle_solidifyMuscle Muscle Solidify (musclesolidify) — tetrahedralizes a muscle SURFACE into a solid muscle (carries muscle_id + maxthickness) ready for properties +…
muscle_propertiesMuscle Muscle Properties (muscleproperties) — authors per-muscle solid material properties (shape/volume/damping/mass/fiber/tendon stiffness) and computes…
muscle_properties_otisMuscle Muscle Properties OTIS (musclepropertiesotis) — the OTIS-solver variant of Muscle Properties (per-muscle solid material properties for the OTIS…
muscle_constraint_properties_femMuscle Muscle Constraint Properties FEM (muscleconstraintpropertiesfem) — authors the per-muscle CONSTRAINT properties (end / muscle-to-muscle / muscle-to-bone
muscle_constraint_properties_otisMuscle Muscle Constraint Properties OTIS (muscleconstraintpropertiesotis) — the OTIS-solver variant of the muscle CONSTRAINT-property authoring node (end /…
muscle_constraint_properties_vellumMuscle Muscle Constraint Properties Vellum (muscleconstraintpropertiesvellum) — the Vellum-solver variant of the muscle CONSTRAINT-property authoring node (end
muscle_auto_tension_linesMuscle Auto Tension Lines (muscleautotensionlines) — auto-generates a tension-line curve down the long axis of each muscle_id region (the drivers the muscle…
muscle_tension_linesMuscle Tension Lines (muscletensionlines) — the tension-line authoring node: selects/edits the tension lines used to flex muscles, with symmetry support.
muscle_tension_lines_activateMuscle Tension Lines Activate (muscletensionlinesactivate) — activates / animates tension lines (min/max activation per group, mirror activation across the…
muscle_deformMuscle Muscle Deform (muscledeform::2.0) — the modern quasi-static muscle deformer: solves the muscle solid to follow its tension lines with fiber stiffness…
muscle_flexMuscle Muscle Flex (muscleflex::2.0) — flexes a muscle along its tension lines by fiber-scale blend (the fast, non-solved bulge).
muscle_prerollMuscle Muscle Preroll (musclepreroll) — prerolls the muscle deformation from a rest pose over a hold + preroll frame range so a sim settles before the shot…
muscle_mergeMuscle Muscle Merge (musclemerge) — merges up to six muscle streams into one muscle system (keeps muscle_id distinct).
muscle_mirrorMuscle Muscle Mirror (musclemirror) — mirrors muscles from one side of the body to the other, renaming muscle_id by prefix swap.
muscle_deintersectMuscle Muscle Deintersect (muscledeintersect) — pushes overlapping muscles apart so they stop interpenetrating, out to a thickness offset.
muscle_adjust_volumeMuscle Muscle Adjust Volume (muscleadjustvolume) — grows/shrinks muscle volume along normal + tangent, with optional collision resolution against the skin.
muscle_slide_constraintMuscle Muscle Slide Constraint (muscleslideconstraint) — builds sliding constraints that let a muscle slide over its neighbours / bones while resisting…
muscle_tposeMuscle Muscle T-Pose (muscletpose) — stores / restores the muscle rest (T-pose) shape into a named attribute so downstream deformers have a stable reference…
otis_configure_muscle_tissueMuscle OTIS Configure Muscle and Tissue (otisconfiguremuscleandtissue) — assembles the muscle + tissue geometry and constraints into the payload the OTIS…
tissue_solidifyMuscle Tissue Solidify (tissuesolidify::2.0) — builds a tetrahedralized tissue (fat/fascia) shell of a given thickness under a skin/muscle surface.
tissue_solidify_otisMuscle Tissue Solidify OTIS (tissuesolidifyotis) — the OTIS-solver variant: builds the tissue volume between an EXTERIOR skin and an inner shrink-wrapped…
tissue_propertiesMuscle Tissue Properties (tissueproperties) — authors tissue material properties (surface + solid + sliding stiffness/damping/mass, rest scale) from a preset…
tissue_properties_otisMuscle Tissue Properties OTIS (tissuepropertiesotis) — the OTIS-solver variant of Tissue Properties (core + shell solid stiffness/damping/mass…
muscle_paintMuscle Muscle Paint (musclepaint) — the paint front-end for muscle attributes / masks on a muscle geometry (input 0).
set_attrib_exprRun a safe VEX snippet on geometry attributes via a wrangle carrying a VALIDATED safe-VEX attribute snippet — the ONLY code-text lane in the bridge.
onnx_inferenceRun a confined ONNX tensor-graph model over point attributes or a volume field — learned super-res / denoise / segmentation of clouds & volumes.
ml_regressionTrain-inline + infer an attribute regression from a Labeled-Examples input — learned mask/label/value prediction on point clouds & heightfields.
pcaPrincipal Component Analysis over point/volume attributes — feature compression, shape-space analysis, and the preprocessing front end to ml_regression.
ml_volume_upresLearned volumetric super-resolution — sim coarse, upres detail (pyro/fluid content lane). modelfile is a confined .onnx; configured but NOT cooked here…
acquire_modelDownload an ONNX model for the ML tools from the HuggingFace host allowlist into /models/, verified against a pinned sha256.
ml_examplePair an Input Component (input 0) with a Target Component (input 1, required) into one supervised training EXAMPLE (ml_example) — the atom of an ML dataset…
ml_extract_examplePull a single training example (by index) back out of an Examples stream (ml_extractexample) — inspect/preview one sample.
ml_attrib_generateSynthesise randomised attribute values on a prototype (ml_attribgenerate) — data-augment a training set with controlled random inputs.
ml_pose_generateSample randomised skeleton poses from a Pose Prototype (ml_posegenerate) — the training-data generator for pose-space / ML deformers.
ml_pose_serializeFlatten a skeleton pose into a serial point ATTRIBUTE (ml_poseserialize) — turn a rig pose into the fixed-length feature vector an ML model consumes.
ml_example_partitionSplit an Examples stream into parts no larger than max_part_size (ml_examplepartition) — batch a large training set into manageable chunks.
ml_deformWIRE-ONLY: build the learned character deformer (ml_deform) — apply a TRAINED model to deform a skin, driven by a skeleton pose.
cop_constantCOP generator: a constant-value image layer (Constant).
cop_fractal_noiseCOP generator: fractal noise (Fractal Noise) — the core procedural texture source. noise_type, distance metric, amplitude, element size, octaves, lacunarity…
cop_rampCOP generator: a linear/radial gradient (Ramp). ramp_type, number of cycles, phase, and the outside-range method.
cop_remapCOP filter: remap a layer's value range (Remap). op=remap maps input_min/max -> output_min/max with an outside-range method; op=threshold uses…
cop_invertCOP filter: invert a layer (Invert). method: complement (1-x), negate (-x), or reciprocal (1/x).
cop_equalizeCOP filter: normalize contrast by stretching/shifting a layer's range (Equalize). mode, fit_method, luminance type, black/white points, target average.
cop_blendCOP filter: composite two layers (Blend).
cop_brightCOP filter: brightness/level adjust (Bright). brightness multiplies, shift adds.
cop_hsvCOP filter: hue/saturation/value adjust or RGB HSV convert (HSV Adjust). op, hue_shift, sat_scale, sat_shift, val_scale, val_shift.
cop_glowCOP filter: bloom/glow from bright areas (Glow). threshold, brightness gain, blur size, filter (box/gaussian), units (image/pixels).
cop_quantizeCOP filter: posterize a layer into discrete steps (Quantize). method (width/segments), segments count or width, rounding.
cop_blurCOP filter: blur a layer (Blur). size (radius), filter (box/gaussian), units (image/pixels).
cop_sdf_shapeCOP generator: a signed-distance-field 2D shape (SDF Shape) — circle, rect, star, triangle, squircle, and dozens more. shape_class picks the family; shape is…
cop_sdf_blendCOP filter: combine two SDF layers (SDF Blend).
cop_sdf_to_monoCOP filter: rasterize an SDF into a mono layer (SDF To Mono) — fill value, background value, optional outline (width + inside/outside/center), antialiasing.
cop_sdf_to_rgbCOP filter: rasterize an SDF into a colour layer (SDF To RGB) — optional outline (width + inside/outside/center), antialiasing, iso offset.
cop_sdf_adjustCOP filter: adjust an SDF (SDF Adjust) — iso_offset dilates/erodes the field, onion makes a hollow shell, abs makes it one-sided, invert swaps inside/outside.
cop_id_to_sdfCOP filter: build an SDF from an ID/label layer (ID To SDF) — distance to the nearest ID boundary. invert flips the sign, iterations controls propagation…
cop_medianCOP filter: median filter (Median) — removes salt-and-pepper noise / speckle while keeping edges. size = three or five pixels; mask mixes the result.
cop_streak_blurCOP filter: directional/motion blur along a line (Streak Blur). dir_type (angle/coord), angle, length, units, mode (on/min/max combine).
cop_kuwaharaCOP filter: Kuwahara filter (Kuwahara Filter) — edge-preserving painterly smoothing. radius (region size, pixels), luminance type, blend, separation.
cop_compareCOP filter: compare a layer to a value or a second layer, output a 0/1 mask (Compare).
cop_edge_detectCOP filter: edge detection (Edge Detect). preblur softens before detection, normalize scales the output, low/high thresholds gate weak/strong edges; method +…
cop_sharpenCOP filter: sharpen (Sharpen) — amplifies detail via an unsharp mask. amplitude, gain, threshold, size, units (image/pixels).
cop_tile_patternCOP generator: a brick/tile pattern (Tile Pattern) — stackbond, herringbone, basketweave, flemishbond, and more masonry layouts. pattern picks the layout; mode
cop_sequence_blendCOP filter: blend across a temporal sequence (Sequence Blend) — motion trail / frame average. blend = mix amount, invert flips.
cop_wipeCOP filter: transition/wipe between two layers (Wipe).
cop_chromatic_aberrationCOP filter: lens chromatic aberration (Chromatic Aberration) — per-channel scale/rotate to fringe R/G/B. r_scale/g_scale/b_scale, overall_scale…
cop_convolveCOP filter: 3x3 convolution kernel (Convolve) — sharpen/emboss/edge/custom.
cop_distortCOP filter: warp a layer (Distort) — push pixels along an angle (uniform) or by a distortion vector layer wired as distortion (input 1). angle, scale…
cop_derivativeCOP filter: image gradient / slope (Derivative) — rate of change of the layer, for normals / edges / relief. angle, scale, offset, difference_mode…
cop_segment_connectivityCOP filter: label connected regions with unique IDs (Segment By Connectivity) — front end to id_to_sdf / per-region ops. connectivity (below/above/at/levels vs
cop_segment_valueCOP filter: quantize a layer into labelled value bands (Segment By Value) — method (width or segments), width or segment count, min/max range.
cop_smooth_fillCOP filter: smoothly fill/extend regions (Smooth Fill) — diffuses source values into the fill_area (inpaint / extend boundaries).
cop_fillCOP filter: flood-fill a layer (Fill) — replace with a value/sample. source (value/sample/first/last), color (fill value), id.
cop_featherCOP filter: feather/soften mask edges (Feather) — direction (diamond/square/oct/circle), decay_mode (unitdist/decay), decay, unit_distance; outside feathers…
cop_lightCOP filter: shade a layer with a normals layer (Light).
cop_bokehCOP filter: bokeh / depth-of-field blur (Bokeh) — radius, gain (highlight boost), resolution, filter kernel, normalize.
cop_dilate_erodeCOP filter: morphological dilate/erode (Dilate Erode) — positive radius grows bright areas, negative shrinks; soft_edge feathers; fill closes holes.
cop_channel_extractCOP filter: extract a single channel into a mono layer (Channel Extract). channel = index (0=R,1=G,2=B,3=A).
cop_channel_swapCOP filter: shuffle channels (Channel Swap) — set each output channel to any source channel or zero/one.
cop_mono_to_rgbCOP filter: map a mono layer to RGB via a value range (Mono To RGB). input_min/max -> output_min/max, method (clamp/repeat).
cop_mono_to_rgbaCOP filter: promote a layer to RGBA (Mono To RGBA) — alpha_mode extend (copy value) or value (constant alpha_value).
cop_premultCOP filter: premultiply / unpremultiply alpha (Premult). op = mult (premultiply) or divide (unpremultiply).
cop_cropCOP filter: crop a layer (Crop). crop_min/crop_max = the [x,y] corners (image units 0..1); mode (data/both/display), border handling.
cop_tonemapCOP filter: tone-map HDR to display range (Tonemap). operator = index 0..5 (Reinhard / Hable / ACES-style curves), exposure adjusts pre-gain.
cop_contrastCOP filter: contrast adjust (Contrast) — contrast strength around a center pivot.
cop_gammaCOP filter: gamma correction (Gamma) — gamma value, optional invert.
cop_transformCOP filter: 2D/3D transform a layer (Transform). translate/rotate/scale_xyz/shear/pivot (each [x,y,z]), uniform scale, transform+rotation order, invert, border
cop_color_correctCOP filter: tonal-range colour grade (Color Correct).
cop_checkerboardCOP generator: checkerboard test pattern (Checkerboard). rows/cols divisions, even/odd tile colours [r,g,b], translate/tile_size/bias ([x,y]).
cop_clampCOP filter: clamp values to a lower/upper limit (Clamp).
cop_channel_joinCOP combiner: merge separate mono layers into one RGB/RGBA layer (Channel Join).
cop_chroma_keyCOP filter: HSV-range green/blue-screen keyer (Chroma Key) -> matte. hue_circle [4] (hue/sat center+width), lum_range [min,max], hue/sat/lum rolloff soft…
cop_histogramCOP filter: render a value histogram of the input as an image (Histogram). mode (colorbar/separatebar/graph), buckets, min/max range, outside…
cop_vignetteCOP filter: darken/brighten toward the frame edge (Vignette). shape (round/rectangle/blend), brightness, circle_radius/circle_scale [x,y], blend amount…
cop_height_to_normalCOP filter: derive a normal-map layer from a mono height layer (Height to Normal) -- feeds cop_light normals for relief shading. normal_type (signed/offset)…
cop_mirrorCOP filter: mirror/kaleidoscope a layer across one or more planes (Mirror). mode 0 = custom planes (angle0/offset0/flip0), 1 = number-and-offset (num_planes…
cop_averageCOP combiner: combine many input layers with one operation (Average). operation (add/average/multiply/min/max/over), inputs = COP node paths wired 0..n…
cop_worley_noiseCOP generator: cellular/Worley (Voronoi) noise (Worley Noise) -- complements cop_fractal_noise. element_size (cell size), jitter, lattice (grid/hex), metric…
cop_juliaCOP generator: Julia-set fractal (Julia). real/imag = the Julia constant; escape_radius + max_iter control the escape test; scale [x,y].
cop_chladniCOP generator: Chladni / cymatic standing-wave nodal pattern (Chladni). output (lines/abs/sdf), threshold+width (nodal-line mode), amp/amp_ratio…
cop_bubble_noiseCOP generator: bubble/cellular fractal noise (Bubble Noise). amp/center, element_size, phase [4], offset [x,y], tile_size [x,y], max_octaves, lacunarity…
cop_crystal_noiseCOP generator: faceted crystalline Worley-derived noise (Crystal Noise). amp/center/contrast, metric, jitter, element_size, secondary + metric2, flatten_faces,
cop_phasor_noiseCOP generator: phasor/Gabor procedural wave-and-noise field (Phasor Noise). type (phasorwave/phasornoise/gabornoise/intensityfield), wave_type…
cop_height_to_aoCOP filter (terrain relief): ambient-occlusion bake from a mono height layer (Height to Ambient Occlusion). height_scale, view_radius (ray distance)…
cop_height_to_shadowCOP filter (terrain relief): cast-shadow map from a mono height layer + light profile (Height to Shadow). light_type (disk/sphere/directional), coord_mode…
cop_curvatureCOP filter (terrain relief): surface curvature from a normal/height layer (Curvature). method (index 0/1), curvature_type…
cop_slope_dirCOP filter (terrain relief): slope-direction (aspect) field from a mono height layer (Slope Direction). angle (post-rotation), scale (height-scale adjust)…
cop_resampleCOP filter: resize/resample a layer (Resample). size_control (res/aspect/pixel), base_size (parm/input), resolution [w,h], aspect [x,y] + aspect_preset…
cop_monoCOP filter: combine channels into a single mono/luminance layer (Mono). op (lum/ntsclum/hdtvlum/average/max/min/magnitude/hue/saturation/value/red/green/blue/…
cop_hextileCOP filter: hexagonal seamless texture tiling (Hex Tile).
cop_convert_normalCOP filter: convert a normal-map layer between encodings (Convert Normal). conversion (tosigned -1..1 / tooffset 0..1), normalize, offset [x,y,z], scale…
cop_combine_normalsCOP combiner: layer/blend two tangent-space normal maps (Combine Normals).
cop_edge_detect_normalCOP filter: ink/outline edges from a normal layer's angular discontinuities (Edge Detect Normal). tolerance, thickness_scale, weight_spread, blur…
cop_edge_detect_depthCOP filter: crease/occlusion edges from Z-depth steps (Edge Detect Depth). tolerance, thickness_scale, weight_spread, blur, min_probe_radius.
cop_edge_detect_contourCOP filter: silhouette/contour edges from value discontinuities (Edge Detect Contour). tolerance, thickness_scale, weight_spread, blur, min_probe_radius.
cop_swirlCOP filter: spiral + lens-bulge deformation (Swirl).
cop_pixelateCOP filter: mosaic / block-quantize a layer (Pixelate). mode (index 0/1), units (image/pixels), block_size or num_blocks [x,y], offset [x,y], mask; preblur +…
cop_defocusCOP filter: physically-parameterised camera defocus + bokeh (Defocus).
cop_flipCOP filter: mirror a layer (Flip). horizontal (xflip), vertical (yflip), diagonal (flop), mask.
cop_polar_to_uvCOP generator: convert polar (angle, length) coordinates to a UV layer (Polar to UV). angle_unit (rad/deg/tau), angle, length.
cop_random_monoCOP generator: random mono field (Random Mono). range_method (minmax/ramp/specific), min/max, per_pixel, seed, time.
cop_random_rgbCOP generator: random colour field (Random RGB). range_method (minmax/ramp/specific), color_model (rgb/hsv), base_color [r,g,b] (enables base colour)…
cop_triplanarCOP filter: world-space triplanar projection of a texture (Triplanar).
cop_triplanar_uvCOP filter: triplanar UV coordinates from a world-position + normal pass (Triplanar UV).
cop_triplanar_hextileCOP filter: triplanar projection with per-cell hex-tile randomization (Triplanar Hex Tile).
cop_uv_mapCOP generator: generate a UV layer (UV Map). uv_space (texture/image/pixel), u_border/v_border (clamp/mirror/wrap/extend), u_shift/u_cycle, v_shift/v_cycle.
cop_pos_mapCOP generator: generate a world-position layer (Position Map). source (pos/origin/view), per-axis x/y/z border (clamp/mirror/wrap/extend), x/y/z shift + cycle,
cop_corner_pinCOP filter: perspective corner-pin warp (Corner Pin).
cop_lens_distortCOP filter: radial + tangential lens distortion / undistortion (Lens Distort). k1..k6 = radial coefficients, p1/p2 = tangential, center [x,y], scale [x,y]…
cop_uv_to_polarCOP filter: convert a UV layer to polar (angle, length) coordinates (UV to Polar) -- inverse of cop_polar_to_uv. angle_unit (rad/deg/tau).
cop_fractal_noise_3dCOP generator: world-space (3D-sampled) fractal noise (Fractal Noise 3D). noise_type (simplex/perlin/worleyA/worleyB/white/alligator), metric…
cop_worley_noise_3dCOP generator: world-space cellular/Worley noise (Worley Noise 3D). element_size/element_scale, jitter/jitter_scale, metric, offset [x,y,z]; post bias/gain…
cop_crystal_noise_3dCOP generator: world-space faceted crystalline Worley noise (Crystal Noise 3D). metric, amp/center/contrast, jitter, element_size, secondary + metric2…
cop_cloud_noise_3dCOP generator: world-space billowy cloud noise (Cloud Noise 3D). amp/center, element_size, offset [x,y,z], max_octaves, lacunarity, roughness, distort, stretch
cop_xform_2dCOP filter: 2D image transform (Transform 2D). translate [x,y], rotate, scale_xy [x,y] + uniform scale, shear, pivot [x,y]; xform_order, border, filter…
cop_vector_xformCOP filter: transform the 3-vector VALUES in a layer (Vector Transform) -- for normal/position/velocity layers. translate/rotate/scale_xyz/shear/pivot (each…
cop_vector_xform_2dCOP filter: transform the 2-vector VALUES in a layer (Vector Transform 2D) -- for UV/flow layers. translate [x,y], rotate, scale_xy [x,y] + uniform scale…
cop_space_transformCOP filter: convert layer values between coordinate spaces (Space Transform). vector_type (position/vector), src_space + dst_space…
cop_bendCOP filter: bend/warp a layer (Bend).
cop_id_to_maskCOP filter: build a 0/1 mask from selected IDs (ID to Mask).
cop_mono_to_sdfCOP filter: convert a mono layer to a signed-distance field about an iso threshold (Mono to SDF). invert, iso, iterations, tile_size.
cop_denoise_tvdCOP filter: total-variation diffusion denoise (Denoise TVD) -- pure math, NOT an AI model. iterations, speed, mask.
cop_fill_connectedCOP filter: flood-fill a connected region from a seed within a tolerance (Fill Connected). seed_location [x,y], source_location [x,y], tolerance, source…
cop_ill_pixelCOP filter: detect/fix/flag illegal pixels (Illegal Pixel). method (fixblend/fixzero/highlight/isolate), detect (d_nan/d_inf/both/custom), rule…
cop_bound_rectCOP filter: bounding-rectangle mask around pixels passing a threshold (Bound Rect). side (less/greater), threshold, fg/bg, units (image/texture/pixel).
cop_hyperbolic_tileCOP generator: hyperbolic (Poincare-disk) regular-polygon tiling (Hyperbolic Tiling). iterations, polygon (sides), mapping (conformal/elliptic…
cop_convert_depthCOP filter: convert a layer between depth / distance / height encodings (Convert Depth). source + dest (depth/dist/height), zero_depth.
cop_zcompCOP compositor: Z-depth composite two layers, nearest-surface wins (Z Composite).
cop_uv_map_by_idCOP filter: per-island UV map (or center/min/max/size) from an ID layer (UV Map by ID).
cop_project_on_layerCOP filter: reproject a source layer into a target layer's space (Project on Layer).
cop_contact_sheetCOP combiner: tile many input layers into a montage / contact sheet (Contact Sheet).
cop_copy_xformCOP filter: stamp N transformed copies of a shape (Copy Transform).
cop_lattice_deformCOP filter: warp a layer through a 4x4 lattice grid (Lattice Deform).
cop_surface_ditherCOP filter: surface-stable halftone/dither pattern -> mask or SDF (Surface Dither).
cop_sampleCOP filter: resample a texture through a UV map (Sample).
cop_prefix_sumCOP filter: directional running scan across the image (Prefix Sum). sweep_dir (px/mx/py/ny/xy/index), op (add/min/max/count), scale (none/pixel/texture/image).
cop_statisticsCOP filter: compute per-layer statistics (min/max/avg/...) as layer attributes (Statistics), readable by downstream nodes.
cop_layer_propertiesCOP filter: set a layer's precision / border / type-info metadata (Layer Properties). precision (b8/b16/b32), border (constant/clamp/mirror/wrap), type_info…
cop_rgb_to_rgbaCOP filter: join an RGB layer with an alpha layer -> RGBA (RGB to RGBA).
cop_rgba_to_rgbCOP filter: drop the alpha channel -> RGB (RGBA to RGB). unpremult (unpremultiply first).
cop_id_to_monoCOP filter: convert an ID layer to a mono float layer (ID to Mono). conversion (cast/safe/bitwise).
cop_mono_to_idCOP filter: convert a mono layer to an ID layer (Mono to ID). conversion (cast/safe/bitwise).
cop_id_to_rgbCOP filter: assign a random colour per ID (ID to RGB). seed.
cop_rgb_to_uvCOP filter: reinterpret an RGB layer as a UV (2-vector) layer (RGB to UV).
cop_uv_to_rgbCOP filter: reinterpret a UV layer as RGB (UV to RGB); optional mono layer -> input 1 supplies the blue channel.
cop_rgba_to_uvCOP filter: reinterpret an RGBA layer as a UV (2-vector) layer (RGBA to UV).
cop_uv_to_rgbaCOP filter: join two 2-vector layers into RGBA (UV to RGBA).
cop_channel_splitCOP filter: split a multi-channel layer into single-channel outputs (Channel Split) -- the inverse of cop_channel_join.
cop_layer_attrib_createCOP filter: add a layer-metadata attribute (Layer Attribute Create). attr_name, attr_type (string/float/int), value (typed accordingly).
cop_layer_attrib_deleteCOP filter: delete layer-metadata attributes by name glob (Layer Attribute Delete). delete (glob to remove), keep (glob to preserve).
cop_dotCOP filter: per-pixel dot product of two vector layers -> mono (Dot).
cop_crossCOP filter: per-pixel cross product of two vec3 layers (Cross).
cop_pos_sampleCOP filter: sample a texture at coordinates read from a position layer (Position Sample).
cop_statistics_by_idCOP filter: per-ID statistics computed as layer attributes (Statistics by ID).
cop_match_udimCOP filter: relocate an image onto a chosen UDIM tile (Match UDIM). udim (tile number, enables set_udim), invert, method (eye/data).
cop_autostereogramCOP filter: build a Magic-Eye autostereogram from a pattern + depth image (Autostereogram).
cop_uv_xformCOP filter: translate/rotate/scale a UV layer (UV Transform). translate [x,y], rotate, scale_xy [x,y] + uniform scale, pivot [x,y], seed.
cop_layerCOP generator: a blank typed layer at a chosen resolution/precision (Layer). signature (f1/f2/f3/f4/i), value (mono init), res [w,h], precision (b8/b16/b32)…
cop_heat_distortCOP filter: heat-haze distortion from internal noise (Heat Distort). global_scale, scale, element_size, detail_scale, roughness, cutoff, angle…
cop_heat_distort_by_layerCOP filter: heat-haze distortion driven by a noise layer (Heat Distort by Layer).
cop_heightfield_visualizeCOP filter: scale/offset an incoming heightfield layer for visualization (Heightfield Visualize). height_scale, height_offset.
cop_sop_importCOP generator: bridge an in-scene SOP into the copnet (SOP Import).
cop_rasterize_geoCOP: rasterize geometry attributes into an image layer (Rasterize Geometry).
cop_rasterize_setupCOP: configure the rasterize camera / space that precedes Rasterize Geometry (Rasterize Setup).
cop_rasterize_curvesCOP: rasterize curve geometry as strokes into a layer (Rasterize Curves).
cop_layer_to_geoCOP: convert a COP layer back into SOP geometry (Layer to Geometry) -- a volume/VDB primitive.
cop_layer_to_pointsCOP: emit SOP points from a COP layer (Layer to Points).
cop_layer_from_curvesCOP: colored/profiled strokes from curve geometry into a layer (Layer from Curves).
cop_mask_from_curvesCOP: mask or SDF from curve geometry (Mask from Curves).
cop_geo_to_layerCOP: read a named primitive/VDB from geometry into a typed layer (Geometry to Layer).
cop_vdb_posmapCOP: VDB voxel position map (VDB Pos Map).
cop_layer_from_vdbCOP: convert a FloatVDB layer into a sampled COP layer (Layer from VDB).
cop_vdb_from_layerCOP: convert a COP layer into a VDB, sized to a reference VDB (VDB from Layer).
cop_rasterize_volumeCOP: raymarch a density VDB layer into an image (Rasterize Volume).
cop_integrate_volumeCOP: ray-integrate a volume layer to mono (Integrate Volume) -- depth / thickness.
cop_pyro_configureCOP pyro: define the sim's voxel grid (Pyro Configure).
cop_pyro_source_from_layerCOP pyro: emit into a field from a source layer (Pyro Source from Layer).
cop_pyro_source_from_pointsCOP pyro: emit into a field from a points source (Pyro Source from Points).
cop_pyro_advectCOP pyro: advect a field by a velocity VectorVDB (Pyro Advect).
cop_pyro_buoyancyCOP pyro: add temperature-driven buoyancy force to velocity (Pyro Buoyancy).
cop_pyro_dissipateCOP pyro: dissipate a field over time (Pyro Dissipate).
cop_pyro_disturbanceCOP pyro: add disturbance detail to velocity (Pyro Disturbance).
cop_pyro_turbulenceCOP pyro: add turbulence / curl-noise detail to velocity (Pyro Turbulence).
cop_pyro_uniform_forceCOP pyro: apply a uniform directional force / drag to velocity (Pyro Uniform Force).
cop_pyro_activateCOP pyro: grow / activate the sim's active voxel region (Pyro Activate).
cop_pyro_advect_by_mapCOP pyro: advect a field by a precomputed forward/reverse advection map (Pyro Advect by Map).
cop_pyro_build_advection_mapCOP pyro: build a forward/reverse advection map from a velocity field (Pyro Build Advection Map).
cop_pyro_axis_forceCOP pyro: vortex / axis / orbit force around an axis (Pyro Axis Force).
cop_pyro_light_ambientCOP pyro: ambient / environment light contribution into a density field (Pyro Light Ambient).
cop_pyro_light_from_pointsCOP pyro: point / directional light scattering into a density field (Pyro Light from Points).
cop_pyro_light_scatterCOP pyro: multiple-scatter light through density + emission (Pyro Light Scatter).
cop_pyro_project_electrostaticCOP pyro: make a velocity field non-divergent via electrostatic projection (Pyro Project Non Divergent Electrostatic).
cop_pyro_packed_mipmapCOP pyro: build a packed density mipmap (Pyro Packed Mipmap) -- the accelerator that feeds the mipmap input of the light microsolvers (cop_pyro_light_ambient /
cop_pyro_block_beginCOP pyro: start of the pyro feedback-block loop (Pyro Block Begin) -- seeds the per-iteration field state.
cop_pyro_block_endCOP pyro: end of the pyro feedback-block loop (Pyro Block End) -- closes the loop and holds the loop controls.
cop_pyro_solverCOP pyro MACRO (one call): stamp a minimal COP-native pyro feedback-solve LOOP -- auto-wires cop_pyro_block_begin (loop start, seeds per-iteration…
cop_vdb_leafpointsCOP: emit points at VDB leaf/voxel centers (VDB Leaf Points).
cop_layer_to_vdb_leafpointsCOP: VDB-leaf sample points from a layer (Layer to VDB Leaf Points).
cop_vdb_activate_from_pointsCOP: activate VDB voxel regions from point positions (VDB Activate from Points).
cop_vdb_reshapeCOP: conform a VDB to a reference VDB's transform/topology frame (VDB Reshape).
cop_stamp_pointCOP: stamp a layer at point positions (Stamp Point).
cop_curve_scatterCOP: scatter stamps along curves (Curve Scatter).
cop_shape_scatterCOP: scatter stamps across an image grid (Shape Scatter) -- no geometry needed.
cop_rasterize_layerCOP: re-rasterize / reproject an existing layer (Rasterize Layer).
cop_vdb_visualizeCOP: shade a density VDB into an image (VDB Visualize).
cop_vdb_visualize_sliceCOP: slice-plane VDB visualization (VDB Visualize Slice).
cop_vdb_visualize_treeCOP: VDB tree/topology visualization (VDB Visualize Tree).
cop_vdb_visualize_velocityCOP: VDB velocity-field visualization (VDB Visualize Velocity).
cop_raytraceCOP: raytrace geometry to AO / curvature / thickness / cavity / edge maps (Raytrace).
cop_bake_geometry_texturesCOP: bake normal/AO/curvature/position/thickness/height maps from geometry (Bake Geometry Textures).
cop_fileCOP generator: read an image from disk (File).
cop_rop_imageCOP output driver: write the incoming COP stream to an image on disk (ROP Image Output).
cop_fontCOP: render text as an image (Font).
cop_onnxCOP: run ONNX model inference over an image (ONNX Inference).
cop_slapcomp_importCOP: pull the in-memory slap-comp render buffer (Slap Comp Import).
cop_cacheCOP: an in-memory per-frame cache of the incoming layer (Cache).
cop_fetchCOP generator: fetch another COP node's output by path (Fetch).
cop_camera_importCOP generator: import a scene camera's parameters (Camera Import).
cop_ocio_transformCOP: apply an OpenColorIO color-space transform (OCIO Transform).
cop_live_videoCOP generator: capture frames from a live video/webcam device (Live Video).
cop_denoise_aiCOP: AI-denoise the incoming layer (Denoise AI).
cop_cryptomatteCOP filter: extract a single coverage matte from a cryptomatte layer (Cryptomatte).
cop_cryptomatte_decodeCOP filter: decode a packed cryptomatte layer into id/coverage rank pairs (Cryptomatte Decode).
cop_cryptomatte_encodeCOP filter: encode id/coverage rank pairs into one packed cryptomatte layer (Cryptomatte Encode).
cop_grunge_auroraCOP generator: aurora/streaked-veil weathering pattern (Grunge Aurora).
cop_grunge_birchbarkCOP generator: birch-bark material pattern (Grunge Birch Bark).
cop_grunge_layered_noiseCOP generator: 4-layer composite noise (Grunge Layered Noise) -- base noise + base cells + secondary noise + secondary cells.
cop_grunge_pinebarkCOP generator: pine-bark material pattern (Grunge Pine Bark).
cop_grunge_rustCOP generator: rust/corrosion pattern (Grunge Rust).
cop_cable_mergeCOP: combine two Copernicus cables (Cable Merge) -- input = input_cable (input 0), reference = the second cable (input 1). operation…
cop_cable_splitCOP: partition a Copernicus cable's wires into two cables (Cable Split).
cop_cable_packCOP: assemble named wires into one Copernicus cable (Cable Pack).
cop_cable_unpackCOP: extract named wires out of a Copernicus cable (Cable Unpack).
cop_cable_filterCOP: drop empty wires from a Copernicus cable (Cable Filter).
cop_cable_sortCOP: alphabetically sort a cable's wires by name (Cable Sort).
cop_cable_switchCOP: select one of two cables (Cable Switch).
cop_cable_renameCOP: rename a cable's wires by pattern replacement (Cable Rename).
sbs_archiveSideFX Labs SBS Archive — a Cop2 GENERATOR that reads a Substance .sbsar archive and outputs its rendered texture into the shared /obj/cops2 cop2net.
blackbody_textureSideFX Labs Blackbody (labs::blackbody_cop) — a Cop2 generator mapping temperature (Kelvin) to emitted blackbody color across the image, from temperature_low…
attribute_to_textureSideFX Labs Attribute Import (labs::attribute_import) — a Cop2 generator that rasterizes a geometry point/vertex ATTRIBUTE into a texture over the geometry's…
grid_textureSideFX Labs Grid Texture (labs::grid_texture) — a Cop2 generator producing a UV checker/grid reference texture with optional per-tile text, borders and colors.
normal_colorSideFX Labs Normal Color (labs::normal_color) — a Cop2 generator emitting a flat tangent-space normal-map color field (the default 'up' normal, RGB…
normal_mapSideFX Labs Normal Map (labs::normal_map) — a Cop2 FILTER converting an input height/grayscale image (input 0) into a tangent-space normal map.
normal_combineSideFX Labs Normal Combine (labs::normal_combine) — a Cop2 FILTER that layers a detail normal map (input 1) over a base normal map (input 0) with correct…
normal_invertSideFX Labs Normal Invert (labs::normal_invert) — a Cop2 FILTER that inverts selected axes of a tangent-space normal map (input 0).
normal_levelsSideFX Labs Normal Levels (labs::normal_levels) — a Cop2 FILTER applying a levels/gamma remap to a normal map (input 0).
normal_rotateSideFX Labs Normal Rotate (labs::normal_rotate) — a Cop2 FILTER that rotates the tangent-space normal vectors of an input normal map (input 0) by angle degrees
normal_normalizeSideFX Labs Normal Normalize (labs::normal_normalize) — a Cop2 FILTER that re-normalizes every pixel of an input normal map (input 0) back to unit length…
vector_normalizeSideFX Labs Vector Normalize (labs::vector_normalize) — a Cop2 FILTER that rescales an input vector image (input 0) into a normalized range: enable turns it…
demosaicSideFX Labs Demosaic (labs::demosaic) — a Cop2 FILTER that unpacks a rows x columns sprite atlas / flipbook sheet (input 0) into an individual frame: frame…
usd_layerMulti-branch USD / Solaris stage assembly & layer composition (LOP). op=merge combines several LOP branches into one stage (inputs wired input0..N…
usd_configureAuthor USD prim / asset metadata (LOP configureprimitive) or select a variant -- pure metadata, no shader/VEX. op=configure sets, on the prims matching…
sop_importBring a SOP network's geometry onto the USD stage -- the SOP->Solaris bridge.
usd_importCompose a USD file onto the stage as a reference / payload / sublayer.
usd_lightAdd/shape a USD/Karma light on the stage (light::2.0 or domelight::3.0).
usd_cameraAdd/shape a camera prim on the USD stage (camera LOP).
karma_render_settingsWIRE-ONLY: build the Karma render graph in LOP (render-settings prim + usdrender ROP).
render_geo_settingsAuthor PER-PRIM Karma render settings on a USD stage (Render Geometry Settings LOP) — the deliver-lane workhorse: primary-ray visibility (set visibility to a…
karma_fog_boxAdd an atmospheric FOG VOLUME to a USD stage (Karma Fog Box LOP) — uniform or noise-modulated fog inside a box/sphere/etc. bound, for horizon haze / god-rays /
physical_skyBuild a physically-based Karma sky + sun on the stage (karmaphysicalsky) -- the terrain/globe sun-study primitive.
light_linkRestrict which geometry a light (de)illuminates via a lightlinker LOP -- data-only prim-pattern strings, no expressions.
assign_usd_materialWIRE-ONLY: author a MaterialX Standard Surface material and BIND it to prim_pattern on the USD stage — the typed path to a TEXTURED Karma frame…
material_graph_createCreate an empty PROCEDURAL MaterialX material graph — a /stage LOP materiallibrary you fill with shader_node_add / shader_connect / shader_set_param and bind…
shader_node_addAdd ONE MaterialX node to a material graph (library from material_graph_create). node_type = a whitelisted mtlx type: mtlxstandard_surface (PBR shader…
shader_connectWire one MaterialX node's output into another's input (build a graph edge). dst_input is the input NAME (e.g. base_color, specular_roughness, normal, texcoord,
shader_set_paramSet a TYPED literal on a MaterialX node — auto-handling the signature-suffix trap. param = the BASE parm name (e.g. amplitude, valuel, valuer, geomprop…
material_graph_assignBind a built material graph to geometry on the USD stage (materiallibrary + assignmaterial). shader = the TERMINAL node (mtlxstandard_surface, or a…
material_ramp_on_attributeHERO one-call recipe: drive a COLOR shader channel from a RAMP on a GEOMETRY ATTRIBUTE — the terrain height->color idiom.
material_noise_channelOne-call recipe: drive a SCALAR shader channel from procedural NOISE.
usd_prim_cubeCreate a USD Cube prim on the stage (cube LOP): size + transform.
usd_prim_coneCreate a USD Cone prim on the stage (cone LOP): axis, height, radius, transform.
usd_prim_cylinderCreate a USD Cylinder prim on the stage (cylinder::2.0 LOP): axis, height, radii.
usd_prim_sphereCreate a USD Sphere prim on the stage (sphere LOP): radius + transform.
usd_prim_capsuleCreate a USD Capsule prim on the stage (capsule::2.0 LOP): axis, height, radii.
usd_prim_meshCreate an empty USD Mesh prim + subdivision metadata (mesh LOP).
usd_prim_pointsCreate a USD Points prim on the stage (points LOP): transform.
usd_prim_basiscurvesCreate a USD BasisCurves prim on the stage (basiscurves LOP): type, basis, wrap.
usd_prim_hermitecurvesCreate a USD HermiteCurves prim on the stage (hermitecurves LOP): transform.
usd_prim_primitiveCreate a single generic USD prim of any schema type (primitive LOP).
usd_instancerBuild a USD PointInstancer / reference-based instances on the stage (instancer LOP).
usd_component_geometryCreate a componentgeometry container driven by its internal SOP subnet (no file params).
usd_component_geometry_variantsPack several input stages into a variant set on a component (componentgeometryvariants LOP).
usd_component_materialBind materials to a component and optionally build a material variant set (componentmaterial LOP).
usd_layoutScatter/place instances of a prototype prim on the stage (layout LOP).
usd_scene_importImport /obj scene objects (geo/lights/cameras) onto the stage (sceneimport::2.0 LOP).
usd_graft_stagesGraft another stage's subtree under a destination prim (graftstages LOP).
usd_graft_branchesGraft branches of a source stage onto destination prims, keeping position/material (graftbranches LOP).
usd_restructure_scenegraphReparent/rename prims and strip composition arcs (restructurescenegraph LOP).
usd_split_sceneSplit the stage into a selected branch and the remainder (splitscene LOP).
usd_isolate_sceneIsolate part of the stage for faster iteration (isolatescene LOP).
usd_scopeCreate a Scope (grouping) prim, optionally reparenting matched prims under it (scope LOP).
usd_collectionAuthor a USD collection (named set of prims) on the stage (collection::2.0 LOP; icon param excluded).
usd_pruneDeactivate or hide prims on the stage (prune LOP).
usd_split_primitiveSplit composed prims into separately-editable prims (splitprimitive LOP).
usd_xformAuthor a transform (xformOp) on matched prims (xform LOP).
usd_create_xformCreate a new Xform prim with a transform (createxform LOP).
usd_point_xformTransform prims by point attributes from a SOP (pointxform LOP).
usd_transform_uvTransform UV/texture coordinates on matched prims (transformuv LOP; map file param excluded).
usd_resample_transformsResample animated transform time-samples at a fixed interval (resampletransforms LOP).
usd_duplicateDuplicate matched prims N times with a cumulative transform per copy (duplicate LOP).
usd_retime_instancesPer-instance time offsets / retiming of a PointInstancer (retimeinstances LOP).
usd_extract_instancesExtract PointInstancer instances into real prims (extractinstances LOP).
usd_merge_point_instancersMerge several PointInstancers into one (mergepointinstancers LOP).
usd_split_point_instancersSplit a PointInstancer into subsets by prototype/attribute (splitpointinstancers LOP).
usd_modify_point_instancesEdit individual instances of a PointInstancer — per-instance transform (modifypointinstances LOP).
usd_coordsysBind a named coordinate system (coordsys) prim for texture/projection spaces (coordsys LOP).
usd_edit_materialOpen a USD material for editing / basing a new material on it (editmaterial LOP).
usd_edit_material_propertiesAuthor/edit properties on a material prim (editmaterialproperties LOP).
usd_material_variationVary a bound material's shader parameters across prims (materialvariation LOP).
usd_unassign_materialRemove material bindings from matched prims (unassignmaterial LOP).
usd_vary_material_assignmentRandomly/spatially vary which material is bound across prims (varymaterialassignment LOP).
usd_light_distantCreate a UsdLux DistantLight (sun) on the stage (distantlight::2.0 LOP).
usd_light_portalCreate a UsdLux PortalLight (dome-light portal) on the stage (portallight LOP).
usd_light_geometryTurn matched geometry into an emissive area light (geometrylight LOP).
usd_light_mixerGroup and transform lights via light collections for look-dev (lightmixer LOP).
usd_shadow_catcherTurn matched prims into shadow-catcher surfaces for compositing (shadowcatcher LOP).
usd_light_filter_libraryAuthor a library of light-filter prims and assign them to lights (lightfilterlibrary LOP).
usd_add_variantPack input stages into a variant set on a prim (addvariant LOP).
usd_explore_variantsLay out every variant of a variant set side-by-side (explorevariants::2.0 LOP).
usd_create_lodBuild polyreduced level-of-detail variants of a prim (createlod LOP).
usd_auto_select_lodAuto-select an LOD variant by camera distance (autoselectlod LOP).
usd_draw_modeSet USD imaging draw mode (bounds/cards/origin proxy) on matched prims (drawmode LOP).
usd_configure_propertyConfigure metadata on matched USD properties (configureproperty LOP).
usd_configure_stageConfigure stage-level population/load/mute rules (configurestage LOP).
usd_edit_propertiesCreate/edit prims and their properties in bulk (editproperties LOP).
usd_store_parameter_valuesStore named parameter values as stage data for reuse (storeparametervalues LOP).
usd_set_extentsAuthor/recompute the extent (bbox) hint on matched prims (setextents LOP).
usd_edit_xformTransform-edit matched prims (edit LOP).
usd_layer_breakInsert a layer break so downstream edits go onto a fresh layer (layerbreak LOP).
usd_set_variantSelect which variant of a variant set is active on matched prims (setvariant LOP).
usd_copy_propertyCopy a property/attribute from source prims to destination prims (copyproperty LOP).
usd_shot_splitSplit stage edits into per-shot layers for editorial hand-off (shotsplit LOP).
usd_shot_switchSwitch between candidate input stages by index for shot assembly (shotswitch LOP).
shot_loadLoad shot layers onto the /stage from the shot pipeline (shotload LOP) — the editorial entry point that populates a stage from configured shots.
shot_outputWIRE-ONLY: build a Shot Output ROP LOP (shotoutput) that saves the stage to disk for a shot — configured but NEVER executed (you fire the write). output is…
shot_layer_editRoute stage edits into a specific shot layer (shotlayeredit LOP) — the editorial layer targeter.
usd_value_clipAuthor a USD value-clip prim that streams animation from a set of clip files (valueclip LOP). clip_files and manifest_file are realpath-confined to the working
usd_geometry_sequenceImport an animated geometry-file SEQUENCE onto the stage (geometrysequence LOP) — the streaming read bridge for a per-frame .bgeo/.vdb cache. file is…
usd_geo_clip_sequenceLoad / write a USD geometry value-clip sequence (geoclipsequence LOP) — cache an animated stage subtree to per-frame clip files and stream it back.…
usd_blend_constraintAuthor a USD Blend constraint — blend a prim's transform between source + target prims (blendconstraint LOP).
usd_followpath_constraintAuthor a USD Follow-Path constraint — slide a prim along a curve (followpathconstraint LOP).
usd_lookat_constraintAuthor a USD Look-At constraint — aim a prim at a target (lookatconstraint LOP).
usd_parent_constraintAuthor a USD Parent constraint — parent a prim's transform to a target (parentconstraint LOP).
usd_points_constraintAuthor a USD Points constraint — constrain a prim to weighted points of a target (pointsconstraint LOP).
usd_surface_constraintAuthor a USD Surface constraint — pin a prim to a UV location on a target surface (surfaceconstraint LOP).
build_globeBuild a WGS84-ellipsoid globe with an analytic lon/lat UV drape (the 'skin'), so an equirectangular texture and ECEF-pinned tiles register by construction.
add_lightAdd a light spanning the full hlight Type palette plus dome.
add_cameraCreate a camera to MATCH A REFERENCE PHOTO / recreate an image / camera-solve a shot — set the intrinsics so a render lines up with a target picture. focal…
camera_aimPoint an existing camera at a target -- data-only (no look-at expression/constraint).
camera_pathAnimate an OBJ camera along a curve SOP -- data-only (computed literal keyframes, NO Follow-Path constraint / $F expression).
setup_karmaWIRE-ONLY: build an OBJ-context Karma render graph (the /out karma ROP wired to a camera + resolution + output image) and hand it back UNRENDERED — the human…
setup_prorenderWIRE-ONLY: build a Solaris (/stage) USD-render ROP set to AMD Radeon ProRender (the Hydra delegate HdRprPlugin) and hand it back UNRENDERED — the human fires…
substance_materialSideFX Labs Substance Material — assigns a Substance material to the input geometry (input 0).
quickmaterialSideFX Labs Quick Material — assigns ONE material (Principled / MatCap / Labs PBR) to the input geometry (input), optionally to a primitive group, driven by…
set_view_cameraControl the Scene Viewer viewport: look through a camera (bind the viewport to it) and/or switch to a standard orthographic/perspective view…
flightcamKeyframed flight camera driven by a poses .json, with the source cloud loaded as context.
assign_materialAssign a PBR material / shader (Principled Shader principledshader::2.0) to the input SOP via a Material SOP so it renders with a surface look — typed…
bake_textureWIRE-ONLY: build the texture-bake graph (Bake Texture 3.0) with a confined output; does not execute.
three_point_lightCreate a Three Point Light rig OBJ (three_point_light) — one node bundling key / fill / rim / bounce lights aimed at a shared target.
indirect_lightCreate an Indirect (global-illumination bounce) Light OBJ (indirectlight). dimmer scales the indirect contribution.
ambient_lightCreate an Ambient Light OBJ (ambient) — a flat, uniform fill added to the whole scene.
environment_fogCreate an Environment Fog OBJ (fog) — a scene-filling atmospheric volume container. t/r/s/scale size and place the fog box.
reference_imageCreate a Reference Image OBJ (refimage) — a flat image plane for modelling reference / matching. image_file is realpath READ-confined to the working directory.
stereo_cameraCreate a Stereo Camera OBJ (stereocam) — a container grouping a left + right camera.
stereo_camera_rigCreate a Stereo Camera Rig OBJ (stereocamrig) — a full parametric stereo rig with interaxial / zero-parallax controls and camera intrinsics.
vr_cameraCreate a VR Camera OBJ (vrcam) — a stereo panoramic camera for VR renders (sphere/cylinder = equirectangular / cylindrical panoramas).
scene_infoReport the current Houdini scene: hip file, frame, version, and /obj contents.
read_networkRead a network's STRUCTURE as text — the durable, token-cheap map for rebuilding your picture of a big node graph (especially after a context compaction)…
set_frameSet the current timeline frame / playhead — jump to a point in time so subsequent cooks, snapshots, exports, or simulation reads evaluate at that frame.
set_displaySet the display and/or render flag on a SOP or OBJ node — clean control over what's shown/rendered.
delete_nodeDelete a node (SOP or OBJ) from the scene.
clear_sceneStart fresh in the /obj network without a destructive File->New. mode='hide' (DEFAULT, non-destructive + reversible) turns the display flag OFF on every /obj…
save_sceneSave / write the whole Houdini scene (all nodes and networks) to a .hip / .hipnc / .hiplc project file on disk, confined to the working directory — the 'save…
select_nodeSelect a node (clearing any prior selection) and make it the current node.
frame_selectedFrame the Scene Viewer on a node — the Shift+H 'home selected' equivalent, for precise framing in mixed-scale scenes where frame-all is useless.
layout_nodesAuto-arrange a network's children so freshly added nodes don't stack — the Shift+L equivalent.
find_error_nodesRead-only diagnostic: scan a subtree for nodes in an error (and optionally warning) state and report their paths, types, and messages so an AI agent can…
batchRun up to 64 tool ops in ONE call to cut per-call latency (e.g. build a node chain in a single round-trip).
capabilitiesStart here — getting started, how to use this server, an overview of what it can do, orientation and first steps for a new agent.
node_referenceQuery the authoritative live-probed Houdini 21.0.671 node reference — verified node types and their real parameter names, the source of truth for what node…
vex_referenceQuery the authoritative offline Houdini 21.0.671 VEX reference: 1073 builtin functions (verbatim signatures, summaries, help groups) plus a curated wrangle…
recipe_referenceCanonical, tool-mapped workflow recipes — how to ACTUALLY do X with this server's tools, and the ROUTER that picks which recipe fits what you're looking at.
viewport_displayToggle Scene Viewer display/analysis overlays (point markers, point/prim/vertex normals, point/prim numbers, point positions, point trails) so a…
read_geo_statsRead back structured geometry statistics of a node — point/primitive/vertex counts, bounding box (min/max/size/center), and the full list of…
isolateCrop a point cloud to a region of interest: keep only the points that fall inside an oriented crop box object (uses the box OBJ's own world transform, so a…
object_mergeReference / import / pull one or many other SOP or OBJ geometry streams into a network BY PATH, WITHOUT copying the geometry — the large-scene, venue, and…
subnet_organizeOrganize / tidy / clean up the node graph (data-only, no cook, no geometry change): op=collapse boxes a set of sibling nodes into a subnet (group nodes…
matchsizeFit / resize / rescale / reposition / align a geometry input to match a reference bounding box or an explicit target size — the typed 'drop this asset into the
scene_assembleOne-call staged multi-piece scene assembly / composition macro (the venue-portfolio primitive): build a whole navigable assembled scene from many source…
list_node_typesDiscover / enumerate / search the available Houdini node-type palette — which operator (SOP/OBJ/LOP/DOP/COP/ROP/VOP/...) types exist by name, with per-category
reload_nodeForce a node to re-read its source file from disk and refresh / recook — use after a File SOP's .bgeo/.obj (or any cached file) was rewritten externally so…
memReport process working set + system RAM + Houdini memory + GPU VRAM (whole-card total/used/avail — the freeze-ceiling signal) for self-monitoring and…
viewport_snapSet / configure Scene Viewer SNAPPING — snap-to-grid, snap to points / prims / geometry / templates / other objects / guides / drawables.
view_messageShow / flash / display an operator-facing message (notification, on-screen toast, status-line prompt) in the Scene Viewer — the watched-crew UX for telling the
home_viewHome / reset / recenter / frame-all the current viewport to the default view DIRECTION for a target (all \
save_view_to_cameraBake / save the current interactive viewport view (transform + lens settings) INTO a camera OBJ node — 'save view to camera' / create-a-camera-from-this-view.
construction_planeShow / hide / resize the Scene Viewer construction-plane GRID — visibility, cell size, cell count, cells-per-ruler-line.
ui_referenceRead-only control-surface discoverability / help (sibling of node_reference/vex_reference): DISCOVER the control-surface tools + confirmed enum tokens, and —…
switch_desktopSwitch / activate a DESKTOP (workspace / saved pane layout — Build, Animate, Solaris, …) by name.
pane_focus_nodeJump / navigate / point a path-based pane (parm \
pane_pinPin / unpin (or set the link group of) a path-based pane so it STOPS following selection — freeze the parm/network/scene pane on the current node.
pane_tabOpen / create / close / switch / clone / retype pane TABS by type (data-only) — add a Network Editor / Parameters / Spreadsheet / Details tab, close one, or…
pane_layoutSplit / maximize / restore / arrange the PANE layout of the current desktop (reversible session-UI) — split a pane horizontally or vertically, maximize it…
network_navigateNavigate / jump / dive the Network Editor through the node graph — dive into a network (path), select + make a node current (current_node), and/or frame the…
hotkey_referenceRead-only default-hotkey / keyboard-shortcut map reader from hou.hotkeys (sibling of vex_reference/node_reference) — look up / find keyboard shortcuts: context
set_node_flagsSet / toggle NODE FLAGS on one node — display, render, template, bypass, lock, soft-lock, highlight, debug, visible, xray, display-comment, descriptive-name…
node_organizeOrganize / tidy / arrange / label / color-code ONE node in the network — set its color, node SHAPE, comment (display-only text), name (rename), and network…
viewport_appearanceSet GeometryViewport display / inspection / shading settings so geometry is VISIBLE for the visual-acceptance / screenshot loop — shading/display mode…
viewport_layoutSet the Scene Viewer's viewport LAYOUT — how the pane splits into viewports (single \
enter_stateEnter / activate one of the five FIXED built-in Scene Viewer tool states by name (data-only by construction) — view (look-around) \
viewport_optimizeSpeed up a slow / laggy / heavy Scene Viewer by applying display-only performance levers — lower volume quality, cap scene polygon display, enable…
rivetCreate a Rivet OBJ (rivet) — a transform locked to a point/primitive on a deforming surface (the classic 'stick a prop to an animated mesh' attach).
stickyCreate a Sticky OBJ (sticky) — a transform pinned to a UV coordinate on a surface, so it slides with the surface as it deforms.
blend_stickyCreate a Blend Sticky OBJ (blendsticky) — a Sticky whose position is a weighted BLEND of several source sticky objects (parent the source stickies to it).
set_parmSet / write / drive one node parameter to a LITERAL value (literal-only, never an expression) — the safe, data-only counterpart to a generic parm setter.
get_parmRead / get / inspect one node parameter value (read-only, data-only): returns the evaluated value, the raw / unexpanded value, the parm type, whether it…
set_keyframeSet / add one keyframe to animate a numeric parm at a frame with a LITERAL numeric value + an optional allowlisted interpolation (constant / linear / bezier…
delete_keyframesRemove / clear / delete keyframes on a parm so it returns to a static literal value (un-animate).
list_keyframesRead-only list of a parm's keyframes / animation — each keyframe's frame, literal value, and interpolation string (e.g. 'bezier()'), so an agent can inspect…
export_geometryCook a SOP and write it to a SINGLE geometry file (the /out geometry ROP; executes the write).
batch_exportSplit input geometry into PARTITIONS and write ONE confined file per partition — the 1 recurring TD ask ("split this by group/name/attribute and export each…
export_pointcloudExport a point cloud / geometry to PLY inside the working directory — the exit for clouds imported via import_pointcloud/las_import.
export_alembicExport a SOP to an Alembic .abc (the /out alembic ROP; executes the write) — the standard interchange for animated/deforming geometry into…
capture_uiScreenshot / see / read the LIVE Houdini interface, ISOLATED to a single pane on request.
snapshotSee/screenshot the 3D result — a single OpenGL PNG of the viewport/camera returned INLINE in the tool result (the agent's eyes for image->3D verification).
niagaraSideFX Labs Niagara — WIRE-ONLY exporter SOP that packages the incoming particles/points (input, input 0) for Unreal's Niagara system.
pcg_exportSideFX Labs PCG Export — WIRE-ONLY exporter SOP that packages the incoming instance points (input, input 0) for Unreal's PCG framework.
unreal_groom_exportSideFX Labs Unreal Groom Export — package a Houdini groom for Unreal's groom system and write it as Alembic.
unreal_splineSideFX Labs Unreal Spline — package the incoming curve (input, input 0) as an Unreal spline; the cooked SOP output passes the curve through (optionally…
vector_fieldSideFX Labs Vector Field — resample an incoming velocity field (input, input 0 — velocity volumes or points carrying a velocity attribute) into a uniform…
niagara_ropSideFX Labs Niagara ROP — the /out Driver form of the Niagara exporter: references a SOP by path (soppath) and writes it for Unreal's Niagara system.
rbd_to_fbxSideFX Labs RBD to FBX — a /out Driver that exports a packed RBD simulation (referenced by node_to_export) as a rigid-body FBX for a game engine.
vertex_animation_texturesSideFX Labs Vertex Animation Textures — the flagship VAT exporter: bakes an animated SOP (referenced by soppath) into position/rotation/color textures + a base
xyz_pointcloud_exporterSideFX Labs XYZ Pointcloud Exporter — a /out Driver that writes a SOP's points (referenced by objpath1) to a plain-text XYZ/CSV point cloud.
texture_sheetsSideFX Labs Texture Sheets — WIRE-ONLY texture-sheet / flipbook renderer (Mantra ROP).
goz_exportSideFX Labs GoZ Export — WIRE-ONLY exporter that hands geometry to ZBrush via the GoZ bridge.
filecacheSideFX Labs File Cache — WIRE-ONLY geometry cache.
static_fracture_exportSideFX Labs Static Fracture Export — WIRE-ONLY exporter for the pieces of a fractured object (input).
simple_bakerSideFX Labs Simple Baker — WIRE-ONLY map baker.
unreal_pivotpainterSideFX Labs Unreal Pivot Painter — WIRE-ONLY exporter that bakes pivot / hierarchy textures for UE4/5 wind animation.
zibravdb_filecacheSideFX Labs ZibraVDB File Cache — WIRE-ONLY compressed-VDB cache.
rop_zibravdb_compressSideFX Labs ROP ZibraVDB Compress — WIRE-ONLY compressed-VDB ROP.
games_bakerSideFX Labs Games Baker — a /out Driver that bakes texture maps (basecolor / normal / AO / roughness / metallic / curvature / thickness / position / …) from…
csv_exporterSideFX Labs CSV Exporter — a /out Driver that writes a SOP's point/prim attributes (referenced by export_node) to a plain-text CSV file.
json_exporterSideFX Labs JSON Exporter — a /out Driver that writes a SOP's attributes (referenced by export_node) to a JSON file.
export_usdWrite a USD stage from a LOP network to a confined output path (the /out usd ROP; executes the write).
export_fbxWrite an FBX (.fbx) from the OBJ that contains input to a confined output path (the /out filmboxfbx ROP; executes the write) — the standard rigged/animated…
export_gltfWrite a glTF/GLB from the input SOP to a confined output path (the /out gltf ROP; executes the write) — the web/real-time interchange (three.js…
export_cacheWrite a versioned geometry cache — a per-frame .bgeo.sc sequence — over a frame range (the /out geometry ROP; executes the write).
flipbookRender a fast OpenGL preview sequence (the /out opengl ROP; executes the write) — a viewport-quality flipbook for reviewing motion, NOT a final render (use…
export_packageWIRE-ONLY staged USD export / handoff / package write: build + fully configure a usd ROP (Driver) that writes an assembled LOP stage out to a confined…
define_hdaPackage an existing SOP subnet into a reusable, path-confined Houdini Digital Asset — the 'make this network a reusable tool' op.
usd_export_sopWrite the input SOP geometry to a USD file (the SOP-context usdexport — the write bridge from native SOPs up to a USD stage; executes the write). output is…
usd_stitchWIRE-ONLY: build a USD Stitch ROP (/out usdstitch) that merges several input USD layers into an output layer — configured but NEVER executed (you fire the…
usd_stitch_clipsWIRE-ONLY: build a USD Stitch Clips ROP (/out usdstitchclips) that assembles per-frame USD clips into a value-clip topology + template — configured but NEVER…
usd_zipWIRE-ONLY: build a USD Zip ROP (/out usdzip) that packages input USD layers into a .usdz archive — configured but NEVER executed.
render_mantraMantra CPU image render ROP (ifd, out/) — WIRE-ONLY: builds + wires the Mantra render in /out; YOU fire it.
render_karma_ropKarma image render ROP in Driver context (karma, out/) — WIRE-ONLY: builds + wires the Karma render in /out; YOU fire it.
render_usdUSD/Husk render ROP in Driver context (usdrender, out/) — WIRE-ONLY: builds + wires the Husk render in /out; YOU fire it.
render_compComposite/COP-network image write ROP (comp, out/) — WIRE-ONLY: builds + wires the composite write in /out; YOU fire it.
render_imageCOP image render ROP (image, out/) — WIRE-ONLY: builds + wires the COP image write in /out; YOU fire it.
export_ifd_archiveMantra IFD scene-archive export ROP (ifdarchive, out/) — WIRE-ONLY: builds + wires the archive export in /out; YOU fire it.
render_settings_usdUSD RenderSettings prim (Solaris rendersettings LOP) — WIRE-ONLY: builds + wires the top-level render config (resolution, samples, camera) a downstream…
render_productUSD RenderProduct prim (Solaris renderproduct LOP) — WIRE-ONLY: names the OUTPUT IMAGE (path, type, framing) a renderer will write; you fire the render.
render_varUSD RenderVar / AOV definition (Solaris rendervar[::2.0] LOP) — WIRE-ONLY: declares one AOV / render output variable (source + data type) for a renderer to…
render_vars_additionalAdditional RenderVars (Solaris additionalrendervars LOP) — WIRE-ONLY: appends one extra AOV / RenderVar row to the stage's render output set.
karma_render_propertiesKarma Render Properties (Solaris karmarenderproperties LOP) — WIRE-ONLY: builds + wires a combined Karma render-settings + product config on the stage; you…
karma_render_productsKarma Render Products bundle (Solaris karmarenderproducts[::2.0] LOP) — WIRE-ONLY: builds + wires a set of Karma output products (beauty + AOVs) on the…
karma_render_varsKarma Standard RenderVars (Solaris karmastandardrendervars[::2.0] LOP) — WIRE-ONLY: builds + wires the standard Karma AOV set (beauty, diffuse/glossy/volume…
karma_cryptomatteKarma Cryptomatte AOV setup (Solaris karmacryptomatte LOP) — WIRE-ONLY: builds + wires cryptomatte ID matte outputs on the stage; you fire the render.
husk_image_metadataHusk Image Metadata (Solaris huskimagemetadata LOP) — WIRE-ONLY: builds + wires metadata (which prims' attributes to embed) into the rendered output image; you
rop_geometryrawROP Geometry Output — RAW (rop_geometryraw, SOP-context) — WIRE-ONLY: builds + wires a raw-geometry export ROP inside the SOP network after input; you fire the
dopioDOP I/O (dopio, SOP-context) — WIRE-ONLY: builds a DOP field/geometry disk-cache node (no SOP input — it references a DOP network by path and writes a file)…
heightfield_outputHeightfield Output (heightfield_output, SOP-context) — WIRE-ONLY: builds + wires a heightfield/terrain heightmap export ROP after input; you fire the write.
export_channelCHOP channel/motion export ROP (channel, out/Driver) — WIRE-ONLY: builds + wires a CHOP channel/motion exporter; you fire it. choppath is a scene CHOP path…
export_mddMDD point-cache export ROP (mdd, out/Driver) — WIRE-ONLY: builds + wires an MDD point-cache exporter; you fire it. soppath is a scene SOP path (data); output…
render_dsm_mergeDeep-Shadow-Map merge ROP (dsmmerge, out/Driver) — WIRE-ONLY: builds + wires a DSM merge; you fire it. output -> dsm_output (write-confined); dsm_source1/2 are
export_brickmapBrick-map generator ROP (brickmap, out/Driver) — WIRE-ONLY: builds + wires a point-cloud/i3d -> brick-map generator; you fire it. sop is a scene SOP path…
bake_animation_ropBake Animation ROP (bake_animation, out/Driver) — WIRE-ONLY: builds + wires an object-animation bake to keyframes/CHOP channels; you fire it. source and…
export_geometry_rawRaw geometry stream ROP (geometryraw, out/Driver) — WIRE-ONLY: builds + wires a raw geometry stream dump; you fire it. soppath is a scene SOP path (data)…
export_ml_example_rawML Example Raw ROP (ml_exampleraw, out/Driver) — WIRE-ONLY: builds + wires a raw ML-training-example exporter; you fire it. soppath is a scene SOP path (data);
export_ml_example_outputML Example Output ROP (ml_exampleoutput, SOP-context) — WIRE-ONLY: builds + wires an ML example-dataset writer after a SOP (input 0); you fire it. output ->…
export_ml_example_raw_sopROP ML Example Raw (rop_ml_exampleraw, SOP-context) — WIRE-ONLY: builds + wires the SOP-level raw ML-example exporter after a SOP (input 0); you fire it.…
render_ml_cv_syntheticsLabs ML-CV Synthetics Karma ROP v1.0 (labs::ml_cv_synthetics_karma_rop::1.0, lop/Solaris) — WIRE-ONLY: builds + wires a Karma synthetic-data renderer (beauty +
render_ml_cv_synthetics_v11Labs ML-CV Synthetics Karma ROP v1.1 (labs::ml_cv_synthetics_karma_rop::1.1, lop/Solaris) — WIRE-ONLY: same posture as render_ml_cv_synthetics for the ::1.1…
bake_karma_textureKarma Texture Baker (karmatexturebaker, lop/Solaris) — WIRE-ONLY: builds + wires the Karma UV/texture bake in /stage and configures it; you fire the bake.
bake_impostor_textureLabs Impostor Texture (labs::impostor_texture, out/Driver) — WIRE-ONLY: builds + wires the octahedral impostor atlas baker in /out; you fire the bake.…
bake_motion_vectorsLabs Motion Vectors (labs::motion_vectors, out/Driver) — WIRE-ONLY: builds + wires the motion-vector atlas baker in /out; you fire the bake. export_node/camera
bake_flipbook_texturesLabs Flipbook Textures (labs::flipbook_textures::1.0, out/Driver) — WIRE-ONLY: builds + wires the flipbook texture-sheet baker in /out; you fire the bake.
bake_haircard_textureHair Card Texture (haircardtex, out/Driver) — WIRE-ONLY: builds + wires the hair-card texture baker in /out; you fire the bake. hairobjects is an object…
export_geo_to_i3dGeometry to i3d (geo2i3d, out/Driver) — WIRE-ONLY: builds + wires the geometry->i3d volume-texture export in /out; you fire it. filename (out) and image…
export_image_to_i3d3D Texture Generator (image3d, out/Driver) — WIRE-ONLY: builds + wires the i3d 3D-texture generator in /out; you fire it. soppath/shoppath are scene node…

How to install the houdini-bridge-mcp Server

{
  "mcpServers": {
    "houdini-bridge-mcp": {
      "command": "<path-to-repo>\\gateway\\target\\release\\houdini-bridge-mcp.exe",
      "env": {
        "HMCP_GW_HEADLESS": "1"
      }
    }
  }
}

From the project documentation. Replace placeholders and example paths before connecting.

Configuration

VariableDescriptionRequired
HMCP_GW_HEADLESSDeclared in the maintainer’s client configuration.Check documentation