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…
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.
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.
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.
Project documentation · Repository · Discovery listing. This profile records the public documentation checked on 2026-10-08.
Check the linked publisher documentation and your connected client's tool list. Names and availability can vary with the server version and account permissions.
| Tool | What it does |
|---|---|
| acquire_terrain | Fetch real-world elevation for a place and prep it to Houdini-ready tiles in the working directory. |
| create_geo | Create an empty /obj geometry, optionally seeded with a starting primitive SOP. |
| import_pointcloud | Load / 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_heightfield | Import a prepared DEM (.npy + .json sidecar) as a Houdini height volume, placed at true elevation on a shared project origin (Z-negated). |
| import_ecef_tile | Pin 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_dir | List 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_geo | Load / 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_alembic | Load / import an Alembic archive (.abc) — animated/cached meshes, cameras and transforms — into a new /obj geometry via an Alembic SOP. groupnames chooses… |
| trace_raster | Trace / 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_filter | SideFX Labs OSM Filter — keeps only the wanted feature classes from imported OpenStreetMap geometry (input 0 = an osm_import output). |
| osm_buildings | SideFX Labs OSM Buildings — extrudes 3D building masses from the closed OpenStreetMap footprint polygons on input 0 (an osm_import / osm_filter output carrying |
| obj_importer | SideFX 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_import | SideFX Labs FBX Archive Import — a fresh /obj geo that imports an FBX file (file, READ-confined) as merged Houdini geometry, optionally with materials /… |
| multi_file | SideFX 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_image | SideFX 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_file | SideFX 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_import | Native LAS/LAZ/E57 LIDAR ingestion (the real survey/aerial delivery format) into a new /obj geo. |
| osm_import | Import OpenStreetMap roads/buildings/footprints (venue-context geometry) into a new /obj geo. |
| usd_import_sop | Import 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_crop | Crop / 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_patch | Transfer/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_heightfield | Convert a height volume into renderable/exportable geometry. conversion picks the output (poly \ |
| heightfield_morph | Grayscale 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_fill | Masked Laplacian relaxation, built server-side as a chain of Jacobi volume-wrangles (no single native SOP): fill masked voxels (mask==1) by averaging… |
| heightfield_tilesplit | Split a heightfield into a tiles_x by tiles_y grid (native LOD / streaming / per-tile game-engine export). |
| heightfield_clip | Clip 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_cutout | Cut out a non-rectangular heightfield region bounded by geometry (input1), writing the Alpha display layer (cutout at Alpha=0.5). |
| heightfield_erode | Hydraulic + thermal erosion at a chosen feature scale (HeightField Erode 3.0). |
| heightfield_visualize | Color-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_maskbyfeature | Mask terrain by one or more features (slope / height / facing direction / curvature) — isolate peaks, valleys, snow-line, plantable ground. |
| heightfield_maskbyocclusion | Ambient-occlusion mask (cavities / crevices / sheltered ground) into the mask layer — occlusion is how much of a sphere around each voxel is blocked by… |
| heightfield_maskbyshadow | Mask 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_maskbyobject | Mask 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_flatten | Flatten a masked region of a heightfield (erase features, or level a building footprint). method: value = set masked area to elevation (setting elevation… |
| heightfield_maskbyconcavity | Mask concave regions (riverbeds / valleys / gullies) into a mask layer — concavity is measured by sky visibility (rays cast from each voxel).… |
| heightfield_deform | Deform 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_layer | Per-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_analysis | Labs Terrain Analysis: write slope / curvature point attributes for scattering, pathfinding and shading. |
| add_tile_packed | Load 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_lod | Flip 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_noise | Add procedural noise to a heightfield layer (full noise surface: combine, amp/scale/offset, basis+fractal, octaves, gain/bias, clipping, lattice/gradient… |
| heightfield_blur | Blur / box-blur / expand / shrink / sharpen a heightfield layer. |
| heightfield_flowfield | Rain onto a heightfield and slump the water downhill to compute flow / flow-direction layers (drives erosion masks, deposition, quick topographic valleys). |
| heightfield_project | Raycast 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_scatter | Scatter tagged points across a heightfield using its mask layer (asset / instance placement, heightfield_scatter 2.0). |
| heightfield_terrace | Cut stepped terraces / mesas into a heightfield (heightfield_terrace 2.0) with undulation noise and mesa/cliff slope masks. |
| heightfield_remap | Remap 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_resample | Resample 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_masks | SideFX Labs Combine Masks — merges and post-processes heightfield MASK layers on the incoming heightfield (input, input 0). |
| hf_insert_mask | SideFX Labs Insert Mask — copies a named MASK/height layer from a second heightfield (mask, input 1) into the base heightfield (input, input 0). |
| terrain_segment | SideFX 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_texture | SideFX Labs Terrain Texture — WIRE-ONLY terrain map baker: bakes normal / height / occlusion / cavity / curvature maps of the incoming terrain (input, input 0) |
| terrain_layer_export | SideFX Labs Terrain Layer Export — WIRE-ONLY exporter SOP that writes the incoming heightfield (input, input 0) as Unreal/Unity landscape heightmap +… |
| terrain_layer_import | SideFX Labs Terrain Layer Import — SOURCE node (0 inputs) that reads an Unreal/Unity landscape heightmap image (sHeightmap) into a fresh /obj heightfield.… |
| biome_define | SideFX Labs Biome Define — defines ONE biome's climate profile (name + average temperature/precipitation + soil flag) as a config point-stream. |
| biome_plant_define | SideFX Labs Biome Plant Define — defines ONE plant species and its climate tolerances (lower/preferred/upper temperature & precipitation), habit… |
| biome_definitions_file | SideFX Labs Biome Definitions File — serializes a biome library to / from JSON. |
| biome_plant_definitions_file | SideFX Labs Biome Plant Definitions File — serializes the plant-species library to / from JSON (mirror of biome_definitions_file for plant_define). |
| biome_profile | SideFX Labs Biome Profile — holds/writes the combined biome PROFILE (the biomeprofile.json that biome_initialize / region_assign / curve nodes consume) with… |
| biome_initialize | SideFX 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_assign | SideFX 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_evolve | SideFX Labs Biome Attributes Evolve — evolves the climate attribute layers (temperature / precipitation / soil) across the incoming terrain (input, input 0)… |
| biome_attributes_to_terrain | SideFX Labs Biome Attributes To Terrain — bakes the biome climate attributes onto the incoming terrain (input, input 0) as named heightfield layers… |
| biome_curve_setup | SideFX 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_label | SideFX Labs Biome Curve Label — labels a region CURVE (input, input 0) directly with explicit climate values (temperature / precipitation / soil / biome… |
| region_assignment_subutil | SideFX 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_subutil | SideFX Labs Convert Regions To Curves (subutility) — converts region POLYGONS on the incoming geometry (input, input 0) into boundary CURVE primitives, one… |
| remesh | Even-triangulation remesh (Remesh 2.0) — rebuild a triangulated / scan surface into well-shaped, evenly sized triangles for smoothing, simulation, or clean… |
| polyreduce | Decimate (PolyReduce 2.0) — collapse a mesh to a fraction of its polycount for LOD / real-time delivery while keeping silhouette and features. target chooses… |
| boolean | Boolean (mesh CSG) of A against B (boolean::2.0) — cut/combine solids. |
| sweep | Sweep a cross-section along a backbone curve to make a SURFACE — the curve→geometry keystone: pipes, cables, ropes, rails, road/river ribbons, architectural… |
| polyextrude | Extrude polygon faces outward along their normals (polyextrude::2.0) — the workhorse for buildings from footprints, greebles, thickening. distance = push… |
| polybevel | Bevel/round edges or points (polybevel::3.0) — the hard-surface edge-softening op (chamfers, fillets, weld seams). offset = fillet size; divisions = round… |
| deform | Single-node deformer, chosen by op: bend (bends the geometry along an axis, amount = angle°), twist (amount = twist strength°), mountain (displaces along… |
| drape | Project/drape the input points onto a collision surface — settle scattered props, curves, or a grid onto terrain. |
| transform | Move / 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_group | Bounded selection then delete-inverse; bbox keeps geometry inside, else pattern selects a named group. |
| merge | Merge several SOPs into one stream. |
| switch | Output ONE of several inputs, selected by an integer index — variant/LOD assembly and A/B toggles. |
| null | No-op passthrough / named waypoint — the LANDMARK convention: plant a null after each meaningful result and name it OUT_ (a stable result handle; downstream… |
| sort | Deterministically reorder points and/or prims — stable ids for copy-stamp / instancing determinism. |
| polysplit_loop | Insert parametric edge LOOP(s) (polysplit::2.0 Edge-Loop mode) — add supporting/control loops while keeping quads. |
| poly_split | Cut 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_transform | Copy-and-Transform (copyxform): N copies of the input, each with a CUMULATIVE incremental transform (copy i gets i× the translate/rotate/scale). |
| helix | Create a fresh /obj geo with a helix / coil curve (spiral SOP) — the spring / coil / thread generator (ejector-rod spring, bolt thread, DNA strand, spiral… |
| polywire | Surface a curve / wire into solid tube geometry (polywire) — springs, cables, pipes, ropes, wireframe renders, neurons, branches. divisions=cross-section sides |
| convex_decompose | Approximate CONVEX DECOMPOSITION (convexdecomposition) — break a concave mesh into a set of convex hull pieces, the standard way to make cheap RBD/physics… |
| set_color | Assign a constant color. |
| uv | UV via mode: project (uvproject), unwrap (uvunwrap auto), layout (uvlayout::3.0 atlas packing), transform (uvtransform), or flatten (uvflatten::3.0… |
| uv_transfer | Transfer a UV set from a SOURCE mesh onto the input geometry — restore UVs a topology change (remesh/quad_remesh/polyreduce) destroyed. |
| create_primitive | Create a fresh /obj geo with a primitive SOP (box/grid/sphere/tube/line/circle/platonic/torus) — the starting block for hard-surface + organic modelling. |
| skin | Loft/skin a surface across ordered profile curves — input is a SOP holding several profile primitives (merge parallel curves first); skin lofts across them… |
| revolve | Lathe a profile curve around an axis → a surface of revolution (vase, tube, bottle, wheel, lampshade). axis+origin define the spin axis (default Y through… |
| mirror | Reflect geometry across a plane and (by default) weld the seam. axis=x\ |
| dissolve | Dissolve an edge (or point) group, MERGING the adjacent faces — topology simplification (unlike blast, which deletes and leaves a hole). |
| bridge | Bridge two edge loops into a connecting tube/skirt (polybridge). |
| pointdeform | Wrap-deform input by the motion of a cage: rest_cage (input1) → deformed_cage (input2). |
| crease | Write creaseweight on an edge group so a downstream subdivide keeps those edges SHARP — the key to credible subdivision-surface hard-surface modeling. group… |
| divide | Divide/triangulate polygons. triangulate (convex, default on) with max_sides; smooth (Catmull-style subdivide) with divisions; brick=true +… |
| polyexpand2d | Offset 2D curves into variable-width outlines/ribbons — roads from OSM curves, panel lines, insets. input = a 2D curve SOP. offset = half-width; output=curves\ |
| lsystem | Create 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_curve | Create a fresh /obj geo holding a curve built from caller-supplied points. |
| tree_trunk_generator | SideFX Labs Tree Trunk Generator — the ROOT of the modular tree chain. |
| tree_controller | SideFX Labs Tree Controller — a SOURCE node (0 inputs, 1 output) holding tree-wide settings (gravity / bend / light tropism, seam booleaning, LOD). |
| tree_branch_generator | SideFX Labs Tree Branch Generator — THE workhorse: grows one level of lateral branches off a parent. |
| tree_simple_leaf | SideFX 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_generator | SideFX Labs Tree Leaf Generator — the chain terminus: scatters the leaf template over the branches. |
| quick_basic_tree | SideFX Labs Quick Basic Tree — one-call convenience tree grown from input (a base surface / point set), complementing the modular chain. |
| maps_baker | SideFX Labs Maps Baker — WIRE-ONLY LOD-atlas texture bake. |
| capsule | SideFX 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_generator | SideFX 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_generator | SideFX Labs Disc Generator — a fresh /obj geo holding a flat disc / ring / annulus. innerradius>0 makes a ring/washer; outerradius is the rim.… |
| hexagon_grid | SideFX 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_generator | SideFX 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_shapes | SideFX Labs Simple Shapes — a fresh /obj geo holding one of a family of 2D profile shapes selected by shape… |
| superformula_shapes | SideFX Labs Superformula Shapes — a fresh /obj geo holding a 2D shape from the superformula family, selected by shapeselect… |
| quadrangulate | SideFX Labs Quadrangulate (labs::quadrangulate::2.0) — converts a triangulated mesh into quads by merging triangle pairs (topology-preserving; NOT a full… |
| voxelmesh | SideFX 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_neighbours | SideFX 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_polylines | SideFX 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_curve | SideFX 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… |
| symmetrize | SideFX Labs Symmetrize (labs::symmetrize) — mirrors input (input 0) across the plane defined by origin + direction (normal) and welds the halves into a… |
| thicken | SideFX 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_curve | SideFX Labs Boolean Curve — 2D/curve boolean of two curve inputs. |
| curve_branches | SideFX Labs Curve Branches — scatters child branch curves along the input curve(s) (input 0). |
| curve_resample_by_density | SideFX Labs Curve Resample by Density — resamples the input curve (input 0) with a non-uniform point density. |
| curve_sweep | SideFX Labs Curve Sweep — sweeps a cross-section along the backbone curve (input 0) to build a tube/ribbon. |
| merge_splines | SideFX Labs Merge Splines — fuses/merges overlapping spline curves into a connected network. |
| polywire_uv | SideFX Labs PolyWire UV — builds UV'd polywire tubes around an edge network or curve (input 0). |
| progressive_resample | SideFX Labs Progressive Resample — evenly resamples the input curve (input 0) with a progressive segment length driven by a per-point pscale attribute. |
| spiral | SideFX Labs Spiral — a SOURCE node (0 inputs): builds a fresh /obj geo holding a spiral / helix curve. |
| sweep_geometry | SideFX Labs Sweep Geometry — instances/sweeps a cross-section MESH along a backbone curve. |
| view_vertex_order | SideFX Labs View Vertex Order — annotates the input geometry (input 0) with a vertex-order visualization: per-element color plus optional order arrows, passing |
| box_clip | SideFX 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 |
| boxcutter | SideFX 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_subutil | SideFX Labs BoxCutter Sub-Utility — the single-shape boolean box cutter underlying boxcutter, usable standalone on input (input 0). operation picks… |
| mesh_slice | SideFX 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… |
| polyslice | SideFX 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_normal | SideFX Labs Split Prim by Normal — selects the primitives of input (input 0) whose normal points along axis in the chosen direction, within spread_angle… |
| polyscalpel | SideFX 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_occlusion | SideFX Labs Calculate Occlusion — ambient-occlusion / cavity analysis: ray-casts against the surface (and an optional occluder on input 1) and writes an… |
| calculate_slope | SideFX 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_thickness | SideFX Labs Calculate Thickness — measures local mesh thickness by casting numrays inward rays per point and writes the distance into point attribute… |
| distance_from_border | SideFX 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_color | SideFX 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_curvature | SideFX Labs Fast Gaussian Curvature — computes discrete Gaussian curvature (angle defect) into point attribute attribname_curv (default curvature) plus an… |
| measure_curvature | SideFX Labs Measure Curvature — measures surface curvature into point attributes convexityattr (default convexity) and concavityattr (default concavity)… |
| physical_ambient_occlusion | SideFX Labs Physical Ambient Occlusion — a physically-based AO bake into point attribute outputattrib (default ao_mask; plus a display Cd). |
| spectral_feature_extract | SideFX Labs Spectral Feature Extract — spectral (diffusion/PDE) feature analysis: extracts multi-scale features from an input point attribute and writes… |
| validate_geometry_type | SideFX Labs Validate Geometry Type — a pipeline GUARD: passes the input geometry through unchanged while asserting a rule about it, raising a… |
| autouv | SideFX Labs Auto UV — one-click automatic UV: auto-seams the mesh, flattens each island (SCP/ABF), then packs them into an atlas. |
| uv_unwrap_cylinder | SideFX Labs UV Unwrap Cylinder — cylindrical UV unwrap for pipes / tubes / limbs. |
| inside_face_uvs | SideFX Labs Inside Face UVs — flatten UVs onto the interior ("inside") faces of a fractured mesh so the fracture interior can be textured. |
| automatic_trim_texture | SideFX Labs Automatic Trim Texture — non-interactively fit the mesh's UV islands onto a trim-sheet atlas. |
| calculate_uv_distortion | SideFX Labs Calculate UV Distortion — measure how much the UV layout stretches/squashes each element vs 3D and write it to distortionattribute (default… |
| merge_small_islands | SideFX 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_distortion | SideFX Labs Remove UV Distortion — iteratively relax UV stretching by pushing distorted vertices ("peaks") in / pulling squashed ones ("holes") out. |
| texel_density | SideFX Labs Texel Density — measure and (optionally) equalize texels-per-unit across a UV'd mesh for a given texturesize. |
| uv_remove_overlap | SideFX 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_unitize | SideFX 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_patterns | SideFX Labs Building From Patterns — arranges building MODULES over a blockout using a floor/module pattern grammar. |
| building_generator | SideFX Labs Building Generator — slices a 3D blockout into floors and skins it with modules. |
| building_module | SideFX Labs Building Module (labs::building_generator_utility) — tags an input mesh as a reusable building MODULE (name, weight, priority, bounding box) for… |
| pathfinding_global | SideFX Labs Pathfinding Global — computes least-cost PATHS between settlement endpoints over a terrain. |
| road_generator | SideFX Labs Road Generator — builds road-surface mesh with intersections from input road CURVES (centerlines). |
| settlement_connections | SideFX Labs Settlement Connections — connects settlement POINTS into a road-network graph, filtering connections by angle / distance / count. |
| cable_generator | SideFX Labs Cable Generator — builds hanging cable / wire meshes. |
| lot_subdivision | SideFX Labs Lot Subdivision — recursively subdivides a 2D polygon block into building LOTS. |
| scifi_panels | SideFX Labs Sci-Fi Panels — greebles a mesh with paneling: subdivides the surface into lots then extrudes bordered panels with notches / bevels. |
| simple_rope_wrap | SideFX Labs Simple Rope Wrap — sweeps rope/cable geometry over polygon surfaces and wraps it around a geometry object. |
| mesh_tiler | SideFX 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). |
| dirtskirt | SideFX 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_buildup | SideFX 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_placer | SideFX Labs Tree Branch Placer — grows/places branches off a parent trunk. |
| tree_hierarchy | SideFX 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_refine | SideFX Labs Cluster Refine — refines a mesh into welded islands by clustering connected regions and relaxing the cluster boundaries so seams read cleanly. |
| edge_damage | SideFX 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_smooth | SideFX Labs Edge Smooth — relaxes/smooths mesh edges (optionally only unshared/boundary edges), cleaning faceting on beveled or booleaned geometry. |
| mesh_sharpen | SideFX Labs Mesh Sharpen — sharpens surface features by pushing points along a curvature field, with an optional smoothing pass; accentuates scanned/soft… |
| soften_normals | SideFX 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_borders | SideFX Labs Extract Borders — extracts the open boundary edges of a mesh (and optionally the UV-island borders) as polylines or curves. |
| extract_silhouette | SideFX 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_2d | SideFX Labs Straight Skeleton 2D — computes the 2D straight skeleton (medial-axis-like topological spine) of a planar polygon/curve, useful for… |
| straight_skeleton_3d | SideFX Labs Straight Skeleton 3D — extracts a 3D straight-skeleton / medial curve network of a closed mesh via a voxelized solve. |
| dissolve_flat_edges | SideFX Labs Dissolve Flat Edges — removes edges between (near-)coplanar faces to simplify a mesh without changing its silhouette, and optionally removes inline |
| remove_inside_faces | SideFX Labs Remove Inside Faces — deletes interior/occluded faces never visible from outside (e.g. overlapping booleaned kit-bash geometry), reducing poly… |
| path_deform | SideFX 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… |
| polydeform | SideFX Labs PolyDeform — deforms the high-detail input (input 0, source_mesh) to follow the sculpted/edited target (input 1, target_mesh), transferring the… |
| sine_wave | SideFX Labs Sine Wave — displaces input (input 0) with two summed sine waves along axis (X\ |
| decal_projector | SideFX Labs Decal Projector — projects a decal (base-color + height map) onto the surface input (input 0, the Projection Mesh). |
| detail_mesh | SideFX 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_displace | SideFX Labs Triplanar Displace — displaces input (input 0) by sampling a displacement texture triplanar-projected onto the mesh (no UVs needed). |
| align_and_distribute | SideFX Labs Align and Distribute — splits input (input 0) into pieces (by split_by connectivity or a piece attribute_name), optionally sort_by… |
| delight | SideFX Labs Delight — removes baked-in lighting/AO from the vertex colors (Cd) of input (input 0), flattening a scanned/photographed mesh toward even albedo. |
| straighten | SideFX Labs Straighten — reorients input (input 0) into a canonical axis-aligned frame using a selected up_group (and optionally a forward_group when… |
| axis_align | SideFX 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… |
| turntable | SideFX Labs Turntable — rotates input (input 0) about axis (X\ |
| chaotic_shapes | SideFX Labs Chaotic Shapes — a fresh /obj geo holding a point cloud traced from a chaotic (strange-attractor) system. |
| mandelbulb_generator | SideFX Labs Mandelbulb Generator — a fresh /obj geo holding a 3D Mandelbulb fractal. |
| wang_tiles_sample | SideFX 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_initialize | SideFX 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_decoder | SideFX 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_segmentation | SideFX Labs Connectivity and Segmentation — partitions the input polygons (input, input 0) into segments and writes a segment id to segmentattrib. |
| multi_bounding_box | SideFX Labs Multi Bounding Box — builds bounding boxes over the input mesh (input, input 0). |
| wavefunction_collapse_2d | SideFX Labs 2D Wave Function Collapse — synthesises a larger 2D tiling that locally resembles a small colour/tile sample. |
| wfc_sample_paint | SideFX 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_prepare | SideFX 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_import | SideFX 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_metadata | SideFX Labs ML CV Keypoint Metadata — assigns keypoint ground-truth metadata (keypoint radius, 3D positions, skeleton connectivity) to the input geo for… |
| ml_cv_label_metadata | SideFX 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_attribute | SideFX 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_output | SideFX 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_mask | SideFX 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_data | SideFX 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_keypoints | SideFX Labs ML CV Visualize Keypoints — builds keypoint / skeleton-connectivity guide geometry from keypoint-metadata geo for inspecting synthetic-data labels. |
| export_uv_wireframe | SideFX Labs Export UV Wireframe — WIRE-ONLY: renders the input mesh's UV layout (wireframe + island fill) to an image file. |
| udim_tile_number | SideFX 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_uvs | SideFX 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_luiz | SideFX Labs Test Geometry (Luiz) — a SOURCE node (0 inputs) that builds a ready-made test/showcase mesh (the 'Luiz' asset) for prototyping. |
| testgeometry_paul | SideFX Labs Test Geometry (Paul) — a SOURCE node (0 inputs) that builds a ready-made test/showcase mesh (the 'Paul' asset) for prototyping. |
| houdini_icon | SideFX Labs Houdini Icon — a SOURCE node (0 inputs) that builds the Houdini logo as mesh geometry, optionally extruded. |
| simple_retime | SideFX Labs Simple Retime — retimes an animated input by a global speed multiplier (the per-frame retime Ramp stays at its HDA default). |
| resample | Resample curves/polylines to even segments (resample SOP). |
| trail | Motion trail / connectivity over time (trail SOP): trail points across frames, connect them as mesh/polys, or compute velocity from motion. |
| timeshift | Re-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… |
| polyframe | Build a per-element orientation frame — tangent (tangentu), normal (N), bitangent (tangentv) attributes — on a curve or surface (polyframe SOP). |
| fuse | Weld / snap coincident points (Fuse 2.0) — the seam-cleanup workhorse after heightfield_tilesplit, boolean, or scan-tile merges. distance is the 3D snap… |
| normals | Recompute (or reverse) normals via the Normal SOP. mode = which class the N attribute is written to: point (smooth shading, default), vertex… |
| facet_smooth_subdiv | Three surface operators multiplexed by op. facet (Facet SOP): re-facet / consolidate — cusp_angle sharpens edges, unique_points splits shared points (hard… |
| lod_create | LOD / 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, |
| assemble | Pack 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_pieces | Apply per-piece transforms back onto packed pieces (Transform Pieces) — THE sim-result -> packed-geometry round-trip. |
| for_each | Build 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_begin | Create a For-Each block_begin — the composable loop START / entry. |
| for_each_end | Create 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_block | Wrap 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_template | Feather Template from Shape — the feather lane ENTRY. |
| feather_template_assign | Feather Template Assign — assign feather templates onto skin points to seed a groom. |
| feather_template_interpolate | Feather Template Interpolate — grow a full groom by interpolating feathers across a skin from sparse guide feathers + templates. |
| feather_clump | Feather Clump — split and clump barbs for the characteristic separated, matted feather look. |
| feather_noise | Feather Noise — add natural break-up to feathers. |
| feather_width | Feather Width — set shaft and barb widths driving rendered feather thickness. |
| feather_resample | Feather Resample — change the point resolution of feather shafts and barbs. |
| feather_deintersect | Feather Deintersect — push overlapping feathers apart so a dense groom reads cleanly. |
| feather_normalize | Feather Normalize — normalize feather attributes into a canonical rest form. |
| feather_barb_transform | Feather Barb Transform — convert barb positions between feather-local space and object space. |
| feather_deform | Feather Deform — capture feathers to a skin and deform them along with an animated skin. |
| feather_attrib_interpolate | Feather Attrib Interpolate — interpolate barb attributes onto feathers from source feathers. |
| feather_surface | Feather Surface — build a renderable polygon surface mesh from condensed feathers. |
| feather_surface_blend | Feather Surface Blend — blend a feather surface toward a target surface (e.g. fold a wing). |
| feather_convert | Feather Convert — convert condensed feathers into explicit curve or surface geometry. |
| feather_uncondense | Feather Uncondense — expand a condensed feather (one prim per feather) into full per-barb curve geometry. |
| feather_primitive | Feather Primitive — edit the condensed feather primitive representation (resolution + naming). |
| feather_barb_tangents | Feather Barb Tangents — compute per-barb tangent attributes on feathers (needed by some barb styling / shading ops). |
| feather_min_dist | Feather Minimum Distance — compute a minimum-distance attribute between feathers (input 0) and target feathers (input 3). |
| feather_ray | Feather Ray — project/ray feathers onto skin or a target geometry, optionally sampling primnum/primuv at the hit. |
| feather_visualize | Feather Visualize — generate viewport visualization geometry for feathers (barbs as curves or a surface). |
| hair_generate | Hair 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_setup | Fur (fur) — the all-in-one legacy Fur generator: generate + clump + part hairs from a skin and guides in one node. |
| hair_growth_field | Hair Growth Field (hairgrowthfield) — build a hair growth field / scatter guide roots from a scalp. |
| guide_initialize | Guide Initialize (guideinit) — orient freshly-created guides (wind shape, lift, along-skin blend). |
| guide_reguide | Reguide (reguide) — redistribute / resample the guide set (change guide density and segment count). |
| guide_fill | Guide Fill (guidefill) — fill gaps in a sparse guide set using a guide interpolation mesh. |
| guide_grow_to_surface | Guide Grow to Surface (guidegrowtosurface) — grow guide roots out to a target surface (advect source points onto a mesh). |
| guide_process | Guide Process (guideprocess) — the primary guide STYLING op-stack: pick a single operation with op1 (set direction/lift/length, displace, make wavy… |
| hair_clump | Hair Clump (hairclump::2.0) — clump hairs/guides into strands (the signature hair look). |
| guide_clump_center | Guide Clump Center (guideclumpcenter) — compute clump-center guides/attribs that feed hair_clump. |
| guide_partition | Guide Partition (guidepartition) — create parting lines that split the groom into partition regions. |
| guide_groom | Guide Groom (guidegroom::2.0) — the brush groomer's data node. |
| hair_comb | Comb (comb) — comb fur/hair direction. |
| guide_mask | Guide Mask (guidemask) — author masks (attrib/group) on guides/skin that every other groom op reads. |
| guide_group | Guide Group (guidegroup) — create guide / parting-line groups by naming convention. |
| guide_find_strays | Guide Find Strays (guidefindstrays) — detect stray/outlier guides and tag them in a group/attrib. |
| guide_skin_attrib_lookup | Guide Skin Attribute Lookup (guideskinattriblookup) — copy skin attributes onto guides via the stored skinprim/skinprimuv rooting. |
| guide_tangent_space | Guide Tangent Space (guidetangentspace) — compute per-guide tangent/normal/bitangent/orient frames needed by the direction ops. |
| guide_interpolation_mesh | Guide Interpolation Mesh (guideinterpolationmesh) — build the interpolation mesh (remeshed skin + guide weights) that hair_generate uses to interpolate guides. |
| guide_volume | Guide Volume (guidevolume) — build the guide/skin volume representation (cross-sections / shell / remesh / tets, optional VDB) that many groom ops consume. |
| guide_surface | Guide Surface (guidesurface) — move/build a surface from guides along a guide interpolation mesh. |
| guide_deform | Guide Deform (guidedeform) — capture guides to a skin and deform them with an animated skin. |
| guide_transfer | Guide Transfer (guidetransfer) — transfer a groom from a source skin to a target skin. |
| groom_blend | Groom Blend (groomblend) — blend two full grooms (guides A vs guides B) by weight/mask. |
| guide_collide_vdb | Guide Collide With VDB (guidecollidevdb) — push guides out of a collision VDB. |
| guide_advect | Guide Advect (guideadvect) — advect guides through a velocity VDB or fill collisions. |
| hair_card_generate | Hair Card Generate (haircardgen) — generate textured hair CARDS (game / realtime output) from hair curves. |
| hair_volume_rasterize | Volume Rasterize Hair (volumerasterizehair) — rasterize hair curves into a density/color/tangent VDB (render / sim prep). |
| fiber_groom | Fiber Groom (fibergroom) — muscle-FIBER grooming (KineFX muscle lane, not hair). |
| volume_create | Volume (volume) — GENERATOR: create a fresh scalar/vector volume primitive in a new /obj geo (a fog/density authoring source). type float/int; rank +… |
| vdb_create | VDB (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_attrib | Volume from Attribute (volumefromattrib) — rasterize a point/vertex attribute into a volume. |
| points_from_volume | Points from Volume (pointsfromvolume) — scatter points inside a fog/SDF volume. |
| paint_fog_volume | Volume Paint Fog (paintfogvolume) — procedurally deposit density into a fog volume. |
| volume_rasterize_curve | Volume Rasterize Curve (volumerasterizecurve) — rasterize curves into a fog volume (density laid along the curves). |
| volume_convert | Convert Volume (convertvolume) — convert a VDB/volume to a polygonal surface via marching cubes. |
| volume_surface | Volume Surface (volumesurface) — build a polygon surface from a fog/SDF volume hierarchy with adaptive edge length. |
| extrude_volume | Extrude Volume (extrudevolume) — extrude polygons into a solid volume along the base normal. |
| convert_vdb_points | Convert VDB Points (convertvdbpoints) — convert between point clouds and VDB Points grids. |
| volume_merge | Volume Merge (volumemerge) — merge/composite volumes with a full pre/post add-mul stack. |
| vdb_merge | VDB Merge (vdbmerge) — merge multiple VDB grids of matching name into one. |
| volume_vector_join | Volume Vector Join (volumevectorjoin) — join three (or four) scalar volumes into one vector volume. |
| volume_vector_split | Volume Vector Split (volumevectorsplit) — split a vector volume into three scalar volumes. |
| volume_feather | Volume Feather (volumefeather) — soften (feather) a volume's values near its border. |
| volume_ramp | Volume Ramp (volumeramp) — remap a volume's values through a source->dest range. |
| volume_noise_fog | Volume Noise Fog (volumenoisefog) — add layered noise to a fog volume for density detailing. |
| volume_noise_sdf | Volume Noise SDF (volumenoisesdf) — add layered noise to an SDF volume for surface detailing. |
| volume_adjust_fog | Volume Adjust Fog (volumeadjustfog) — adjust a fog volume's look (init / remap combo). |
| volume_resample | Volume Resample (volumeresample) — resample a volume to a new voxel resolution. |
| volume_resize | Volume Resize (volumeresize) — resize / re-bound a volume's grid extents. |
| volume_reduce | Volume Reduce (volumereduce) — reduce a volume to an aggregate value (max/min/average/median/sum/rms...). |
| volume_bound | Volume Bound (volumebound) — rebuild the active/bounding region of a volume by thresholding. |
| volume_sdf | Volume SDF (volumesdf) — compute a signed-distance field from a fog/mask volume. |
| vdb_activate_sdf | VDB Activate SDF (vdbactivatesdf) — activate / expand the narrow band of an SDF VDB. |
| vdb_topology_to_sdf | VDB Topology to SDF (vdbtopologytosdf) — build an SDF from a VDB's active-voxel topology. |
| vdb_occlusion_mask | VDB Occlusion Mask (vdbocclusionmask) — build a camera-facing occlusion mask VDB behind the input VDBs. |
| volume_analysis | Volume Analysis (volumeanalysis) — compute a differential quantity of a volume. |
| volume_velocity_from_curves | Volume Velocity from Curves (volumevelocityfromcurves) — build a velocity volume that flows along curves. |
| volume_velocity_from_surface | Volume Velocity from Surface (volumevelocityfromsurface) — build a velocity (+ collision) volume from a surface's motion. |
| lattice_from_volume | Lattice from Volume (latticefromvolume) — build a lattice / point grid matching a volume's voxel layout. |
| volume_deform | Volume Deform (volumedeform) — deform a volume by a point-deform / moving lattice. |
| volume_rasterize_lattice | Volume Rasterize Lattice (volumerasterizelattice) — rasterize a moving lattice back into a volume. |
| volume_break | Volume Break (volumebreak) — split / break geometry by an SDF volume cutter into pieces. |
| volume_splice | Volume Splice (volumesplice) — splice / stitch tiled volume pieces back into one grid. |
| volume_stamp | Volume Stamp (volumestamp) — stamp a source volume into a destination volume at points. |
| volume_patch | Volume Patch (volumepatch) — patch a region of a volume with another volume (Poisson blend). |
| volume_convolve | Volume Convolve (volumeconvolve3) — apply a 3x3x3 convolution kernel to a volume. |
| volume_fft | Volume FFT (volumefft) — forward / inverse FFT of a volume (frequency domain). |
| volume_normalize | Volume Normalize Weights (volumenormalize) — normalize a set of volume weights / values. |
| volume_compress | Volume Compress (volumecompress) — compress a volume's storage (tile / constant pruning). |
| volume_arrival_time | Volume Arrival Time (volumearrivaltime) — compute front-propagation arrival time through a speed volume. |
| volume_optical_flow | Volume Optical Flow (volumeopticalflow) — estimate motion (optical flow) between two volumes. |
| volume_trail | Volume Trail (volumetrail) — advect / trail points through a velocity volume over time. |
| volume_ambient_occlusion | Volume Ambient Occlusion (volumeambientocclusion) — compute ambient occlusion into a volume. |
| volume_bake | Bake Volume (bakevolume) — bake lighting / scattering into a volume (render prep). |
| volume_noise_vector | Volume Noise Vector (volumenoisevector) — add layered noise to a vector volume (velocity detailing). |
| paint_color_volume | Volume Paint Color (paintcolorvolume) — procedurally deposit colour (Cd) into a volume. |
| paint_sdf_volume | Volume Paint SDF (paintsdfvolume) — procedurally carve / add into an SDF volume. |
| vdb_convex_clip_sdf | VDB Convex Clip SDF (vdbconvexclipsdf) — convex-clip an SDF VDB by a second convex SDF. |
| vdb_diagnostics | VDB Diagnostics (vdbdiagnostics) — validate / diagnose a VDB grid (data-only QC). |
| vdb_lod | VDB LOD (vdblod) — build a level-of-detail (mip) pyramid for a VDB. |
| vdb_points_delete | VDB Points Delete (vdbpointsdelete) — delete points from a VDB Points grid. |
| vdb_points_group | VDB Points Group (vdbpointsgroup) — group points within a VDB Points grid. |
| vdb_rasterize_frustum | VDB Rasterize Frustum (vdbrasterizefrustum) — rasterize particles into a camera-frustum-aligned VDB. |
| vdb_visualize_tree | VDB Visualize Tree (vdbvisualizetree) — build viz geometry of a VDB's internal tree structure. |
| poly_patch | Build 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_loft | Skin a polygon surface across a sequence of cross-section curves (polyloft). |
| poly_spline | Fit 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_spline | Fit circular-arc / ellipse / helix splines through a control polygon (circlespline) — perfectly round curvature a freeform spline can't give. spline_type… |
| poly_cap | Fill open polygon boundaries (unshared edges) with cap polygons (polycap) — seal a tube/extrusion end or a hole ring. |
| cap | Add 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 /… |
| fillet | Build a smooth transition surface between adjacent primitives / two curves (fillet) — round hard junctions between surfaces. |
| stitch | Blend/stitch two adjacent surface HULLS together along shared boundaries (stitch). |
| join | Connect 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_hinge | Fold/rotate polygons about a hinge edge or axis, subdividing the crease into segments (polyhinge) — open panels, petals, pop-up folds. group + group_type… |
| poly_stitch | Weld the boundaries of two polygon shells together, filling the gap with bridging polygons (polystitch) — repair seams / join separately-modeled halves.… |
| poly_soup | Collapse many polygons into a single lightweight 'polysoup' primitive (polysoup) — cut memory + node overhead for dense static meshes, great before… |
| poly_cut | Cut/split polygons along points, edges, or an attribute-crossing, optionally removing the cut region (polycut). group restricts affected polys; type (points \ |
| poly_path | Reconnect loose edges / open polylines into clean continuous paths (polypath) — tidy edge extractions and boundary curves for downstream sweep/resample.… |
| convert_line | Convert geometry edges into polyline curves (convertline) — extract a wireframe / edge-curves from a mesh for polywire, resample, or sweep. group restricts the |
| circle_from_edges | Snap 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_curve | Compute per-point orientation frames (tangent/up + rotations) along curves (orientalongcurve) — the rig for sweeping, copy-to-curve, or ribbon twist. |
| delta_mush | Smooth a deformed mesh while preserving surface detail (deltamush) — the standard fix for lumpy skinning / jittery deformations. |
| surface_relax | Evenly redistribute points across a surface to relax bunched/stretched topology (surfacerelax) — improve point distribution without changing the shape much. |
| laplacian | Compute the discrete Laplace operator (cotangent / mean-value / Wachspress / Tutte weights) of a mesh and store it as a sparse matrix in attributes (laplacian) |
| soft_transform | Move/rotate/scale a region of points with a smooth radial falloff (softxform) — a proportional-edit / magnet grab. |
| soft_peak | Push points along their normals with a smooth radial falloff (softpeak) — a soft inflate/dent brush. |
| elastic_transform | Deform a mesh as an elastic solid via a grab / twist / scale / pinch handle that propagates through the material (elastictransform) — feels like pulling soft… |
| magnet | Deform input points by a moving 'magnet' shape whose metaball-style field falls off with distance (magnet) — squash/stretch, dents, muscle bulges driven by a… |
| bulge | Push input points outward/inward along their normals where a 'magnet' shape overlaps them (bulge) — a fast localized swell driven by a proxy shape. |
| creep | Project 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_deform | Deform input by the difference between two matching point clouds (a rest set and a deformed set), interpolating that motion field onto the mesh… |
| shrinkwrap | Wrap a tight convex hull around the input points (shrinkwrap) — fast collision proxies, bounding shells, simplified silhouettes. type (xyz = full 3D hull \ |
| detangle | Push self-intersecting / interpenetrating geometry apart so it stops overlapping (detangle) — cleanup for cloth, hair, or crowd meshes that have tangled. |
| tetrahedralize | Fill a CLOSED input surface with a tetrahedral (tet) mesh (tetrahedralize) — the entry point for FEM / soft-body / finite-element prep. |
| tet_conform | Build a boundary-CONFORMING tet mesh whose surface matches the input polygons (tetconform) — higher-quality volumetric meshing than a plain fill when the… |
| tet_embed | Embed 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_layer | Build 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_partition | Split a tet mesh into named pieces using region-boundary polygons (tetpartition) — carve a solid into FEM regions / fracture chunks. |
| tet_surface | Extract the outer surface polygons of a tet mesh (tetrasurface) — get a renderable / collidable skin back from a volumetric tet mesh. |
| tet_strata | Build layered (stratified) tet shells between an outer surface and an inner boundary (tetstrata) — multi-layer FEM materials (skin/fat/muscle rinds… |
| tet_fracture | Fracture geometry into tet-based chunks via a Voronoi / pattern split (tetfracture) — pre-fracture solids for FEM/RBD destruction. |
| solid_embed | Embed the input geometry in a solid tet lattice sized by a single element scale (solidembed) — the one-knob FEM cage builder. |
| topo_transfer | Wrap 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_slide | Slide 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_sop | Configure 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_geometry | Author per-primitive USD geometry metadata on SOP geometry (the SOP-context usdconfiguregeometry; a pure operator, NO file write). |
| usd_configure_prims_from_points | Author USD prim attributes from POINTS — turn points into configured USD prims (spheres, lights, xforms…) with per-prim metadata (the SOP-context… |
| unpack_usd | Unpack packed-USD primitives into native Houdini geometry (unpackusd) — turn the lightweight packed prims from usd_import_sop (unpack=false) into editable… |
| attribute_normalize_float | SideFX Labs Attribute Normalize Float — remap a float attribute onto [out_min, out_max] (default 0..1) using its incoming value range. |
| attribute_normalize_vector | SideFX Labs Attribute Normalize Vector — normalize a vector attribute. |
| attribute_value_replace | SideFX Labs Attribute Value Replace — rename an attribute and/or seed default init / fallback values on the attributes named in attribute_list (default name). |
| color_adjustment | SideFX Labs Color Adjustment — brightness / contrast / saturation / gamma grade on a color attribute (default Cd, or a custom attribute). |
| color_blend | SideFX Labs Color Blend — blend two color attributes with a photoshop-style blend_mode. |
| color_gradient | SideFX 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_average | SideFX 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_sort | SideFX 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_geometry | SideFX 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_vector | SideFX Labs Visualize Vector — build arrow geometry from a vector attribute (vector_attribute, default P) for inspection. |
| fast_group_unshared | SideFX 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_attribute | SideFX Labs Group by Attribute — create one group per distinct value of an attribute on the input (input 0). |
| group_by_measure | SideFX Labs Group by Measure — group primitives by a geometric eccentricity measure (how far a prim's shape departs from a circle/square). |
| group_curve_corners | SideFX 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_grow | SideFX Labs Group Expand — grow (or shrink) an existing group across the input geometry's connectivity. |
| group_invert | SideFX Labs Group Invert — invert named groups in place: each listed group is replaced by its complement (all elements NOT in it). |
| loops_from_selection | SideFX Labs Loops from Selection — grow full edge loops (or quad loops) out from a seed edge group. |
| random_selection | SideFX Labs Random Selection — select a random subset of the input's elements and turn it into a group. |
| extract_filename | SideFX 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_create | Create a NAMED, persistent point/prim/edge group (groupcreate) — the setup step for every targeted op (blast, bevel a group, dissolve, transform-a-group). |
| group_promote | Convert a group between element classes (grouppromote) — e.g. point group -> prim group, with boundary/unshared options. |
| group_range | Group elements by numeric index range and/or every-Nth stride (grouprange) — select piece-id subsets, alternate rows, deterministic slices. group_name =… |
| group_expand | Grow or shrink a group by edge-connected steps (groupexpand) — negative steps shrink. |
| group_transfer | Transfer group membership from one geometry to another by proximity (grouptransfer). |
| group_delete | Remove group definitions (geometry untouched) — groupdelete. |
| group_rename | Rename a group (grouprename). |
| group_geo | Deep geometric group selection (groupcreate) — the modes group_create lacks: bounding sphere/object/volume/convex, backface-by-camera, edge-angle… |
| blast | Delete geometry by group — the fundamental targeted-delete primitive. group = the group name/pattern (from the group tools) or a raw element range… |
| attribute_transfer | Transfer point/prim attributes from a SOURCE mesh onto the input by proximity (attribtransfer) — the LIDAR-color / GIS-attribute workhorse: paint Cd from a… |
| attribute_create | Create 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_promote | Move/aggregate an attribute between element classes (attribpromote) — turn a point attribute into a per-prim mean, spread a detail value onto points, etc.… |
| attribute_delete | Drop attributes by class + space-separated name patterns (attribdelete) — housekeeping to shed Cd/N/rest/temporary attributes before export or a solver.… |
| attribute_cast | Cast attribute storage precision (attribcast) — the memory-halving 32->16-bit optimization for heavy point clouds / terrain tiles. class = element class.… |
| attribute_interpolate | Interpolate attributes from a source geometry onto points/vertices via UVW or captured weights (attribinterpolate). |
| attribute_from_volume | Sample a volume/VDB field onto point attributes (attribfromvolume) with input/output remap. |
| attribute_blur | Smooth/relax attributes across the surface (attribblur) — laplacian/volume-preserving, by connectivity or proximity. |
| attribute_copy | Copy attributes from one geometry to another (attribcopy), optionally matched by an attribute like piece. |
| attribute_randomize | Write randomized values into an attribute (attribrandomize) — all 12 distributions incl. ramp / discrete (weighted) / uniformdiscrete. min_limit/max_limit… |
| attribute_composite | Composite attributes across a merged/stacked stream (attribcomposite) — mean/max/min/over/under. |
| attribute_reorient | Reorient vector/quaternion attributes to follow a deformation vs a rest/reference (attribreorient). |
| attribute_swap | Swap / copy / move an attribute to another name (attribswap). |
| assign_name | Assign the piece-identity name attribute (Name SOP) — the required prep for imported/modelled fragments before assemble/RBD. |
| enumerate | Write a per-element or per-piece index/name attribute (Enumerate SOP). |
| connectivity | Label each connected piece with a running class-id attribute (connectivity) — the input to blast-by-piece, despeckle-by-size, per-piece randomize, and… |
| measure | Compute a geometric quantity into an attribute (measure). measure_type: perimeter\ |
| group_combine | Boolean-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_float | Author/modify a float attribute with a value pattern (attribadjustfloat). |
| attrib_adjust_integer | Author/modify an integer attribute with a value pattern (attribadjustinteger). |
| attrib_adjust_vector | Author/modify a vector attribute's direction and/or length (attribadjustvector). |
| attrib_adjust_color | Author/modify a color (Cd) attribute (attribadjustcolor). |
| attrib_adjust_array | Identity/ordering controls for an array attribute (attribadjustarray). |
| attrib_adjust_dict | High-level controls for a dictionary attribute (attribadjustdict). |
| attrib_combine | Combine attributes into a destination via a math op (attribcombine). |
| attrib_fill | Fill/propagate an attribute across a surface by solving a field (attribfill). |
| attrib_fade | Author a per-point fade weight ramping in/holding/out over frames (attribfade), typically to fade particles/pieces in and out. |
| attrib_remap | Remap a numeric attribute's values from an input range to an output range, optionally through a ramp (attribremap). |
| attrib_sort | Reorder points/vertices/prims by the value of an attribute (attribsort). |
| attrib_find | For each element, find the element(s) in a SEARCH geometry with a matching attribute value (attribfind). |
| attrib_from_map | Sample a source into a point attribute along UVs (attribfrommap). |
| attrib_from_parm | Import another node's PARAMETER VALUES onto geometry as attributes (attribfromparm). |
| attrib_from_pieces | Assign a per-piece attribute value across named pieces (attribfrompieces). |
| attrib_mirror | Copy/mirror an attribute from one side of geometry to the other (attribmirror). |
| attrib_paint | Set up a paintable attribute (attribpaint). |
| attrib_string_edit | Find/replace on string attribute values (attribstringedit). |
| mesh_pointcloud | Turn a point cloud into a mesh (cloud → VDB → polygons) with optional reduction, color transfer, and export. |
| quad_remesh | Field-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… |
| gameres | SideFX 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_meshes | SideFX Labs Instant Meshes — field-aligned quad/tri REMESH of the input mesh via the compiled Instant Meshes core (no external executable is launched… |
| polydoctor | Diagnose and repair non-manifold / ill-formed polygons (PolyDoctor) — the pre-boolean / pre-VDB / pre-sim mesh sanitiser. |
| polyfill | Fill boundary holes (LIDAR/scan dropouts, boolean gaps) with patch polygons (PolyFill). fillmode picks the patch topology: tris / trifan / quadfan / quads /… |
| mesh_repair | SideFX Labs repair toolkit multiplexed by op. repair (Labs Repair): close holes + fix non-manifold geometry — fillmode chooses the hole-patch topology… |
| clean | Clean SOP — parametric cleanup of dirty/scan geometry (the toggle-driven complement to polydoctor/mesh_repair). |
| point_normals | Estimate a per-point surface normal for a raw point cloud (LIDAR/photogrammetry scan) by plane-fitting each point's neighbourhood (covariance / PCA) — needed… |
| segment_planar | Classify/segment point-cloud points as vertical WALL vs horizontal FLOOR/CEILING from their normal v@N (run point_normals first) — building/interior scan… |
| despeckle | Denoise a point cloud by deleting isolated outlier/stray points that have fewer than min_nbrs neighbours within radius — removes scanner noise/speckle/flyers… |
| level | Gravity-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_copy | One-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_attributes | SideFX Labs Instance Attributes — writes the point attributes an instancer reads (the instanceattrib asset-path attribute + per-point pscale/scale/orient) onto |
| physics_painter | SideFX 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_points | Copy/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… |
| scatter | Randomly scatter/distribute count points across the surface of the input geometry (Scatter 2.0) — the point set you then copy instances onto (with… |
| pack | Collapse the input geometry into packed primitives — a lightweight flat-memory reference to the geometry that is far cheaper to copy/instance and transform… |
| unpack | Expand packed primitives back into raw editable geometry (the inverse of pack) — needed before you can edit/deform the underlying points and polygons of packed |
| instance | Instance 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_scatter | Scatter vegetation / plants across input terrain via the Labs Biome Plant Scatter SOP — ecosystem/foliage dressing (grass, shrubs, trees) with density and… |
| tag_radial | Select/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_replicate | Replicate/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_properties | SideFX Labs VDB Transform Properties — re-derives a vector VDB's values under the volume's own transform. |
| volume_texture | SideFX 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_particles | Points/particles -> VDB. op=particles builds SDF/fog/mask/velocity grids (vdbfromparticles); op=fluid surfaces FLIP particles into a fluid-density VDB… |
| vdb_from_polygons | Polygons -> VDB SDF and/or fog (round-trip meshing / collision / atmospherics) with narrow-band control and optional point-attribute transfer. |
| vdb_convert | Convert VDB (the round-trip hub): polygons/polysoup/vdb/native-volume, SDF fog reclass, precision/type change, iso control, attribute transfer and feature… |
| vdb_filter | Single-input field filter on a VDB / native volume (smooth, reshape, renormalize, blur, extrapolate). |
| volume_combine | Combine 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_attributes | Rasterize point ATTRIBUTES into named fog VOLUMES (volumerasterizeattributes) — turn a point cloud carrying density/temperature/v/Cd into the matching volume… |
| volume_rasterize | Rasterize points/particles into a density/attribute fog volume (points->density cloud / pyro source). input=Base Volume (input0, defines resolution); source… |
| convert_volume | Native-volume lane: mode=isooffset (polys -> native Houdini volume/SDF/tetra via isooffset), tovdb/topoly (convert totype), or convert (generic). |
| vdb_analysis | Field calculus on a VDB (VDB Analysis SOP) with NO VEX: gradient/curvature/laplacian/closest-point/divergence/curl/length/normalize. |
| vdb_topology | Active-voxel-set (topology) ops via op: activate (vdbactivate), clip (vdbclip), resample (vdbresample), segment (vdbsegmentbyconnectivity). |
| vdb_combine | Two-input CSG / field-math on VDBs (the typed answer to a Volume VOP, NO VEX) via op: sdf (vdbcombine), fog (volumemix), vectormerge (vdbvectormerge)… |
| vdb_advect | Transport a VDB by a velocity VDB (input1), NO VEX: op=points (vdbadvectpoints), sdf (vdbadvectsdf), morph (vdbmorphsdf toward a target SDF on input1). |
| vdb_shatter | SDF VDB -> discrete pieces / sphere proxies, NO VEX: op=fracture (vdbfracture; cutter geo on input1; feeds sim_rbd), spheres (vdbtospheres; RBD proxy pack). |
| volume_visualize | Inspect/present a fog volume in the viewport (no render), NO VEX: op=shade (volumevisualization density/emission shading), slice (volumeslice 2D… |
| vdb_reshape | Reshape an SDF VDB by offsetting its surface (VDB Reshape SDF): dilate (grow), erode (shrink), open (erode-then-dilate — removes thin spikes), close… |
| rbd_guide | Wire 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_constraints | Feed an authored constraint network (glue_cluster / rbd_constraints / set_constraint_field) into an EXISTING rbdbulletsolver's Constraint input (index 1) —… |
| flowmap | SideFX 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_guide | SideFX Labs Flowmap Guide — steers a surface flow map toward hand-drawn guide curves. |
| flowmap_obstacle | SideFX Labs Flowmap Obstacle — deflects a surface flow map around obstacle geometry. |
| flowmap_to_color | SideFX Labs Flowmap To Color — bakes a flow-vector attribute into an RG(B) color the engine reads as a flow map. |
| flowmap_visualize | SideFX Labs Flowmap Visualize — previews a flow map by animating a distortion on input (input 0). |
| kelvin_wakes_deformer | SideFX Labs Kelvin Wakes Deformer — deforms a water surface with the physically-based Kelvin wake pattern trailing a moving object. |
| splatter | SideFX Labs Splatter — a self-contained SPH fluid-splatter SOURCE that builds a fresh /obj geo emitting particle fluid (paint/blood splats). |
| procedural_smoke | SideFX Labs Procedural Smoke — builds a fresh /obj geo holding a fully-procedural smoke DENSITY volume (no sim) driven by layered noise. |
| volume_adjust_look | SideFX Labs Volume Adjust Look — art-directs a smoke/pyro volume's LOOK (density / shadow / diffuse / emission multipliers, optional greyscale). |
| destruction_cleanup | SideFX Labs Destruction Cleanup — post-processes RBD/fracture sim output: removes inside faces, cusps normals, regenerates piece names, optimizes pieces into… |
| rbd_edge_strip | SideFX Labs RBD Edge Strip — extracts thin edge strips along the fracture seams of RBD pieces (for edge chipping / detailing). |
| loop_volume | SideFX Labs Loop Volume — cross-fades a volume (smoke/pyro) sequence into a seamless loop. |
| make_loop | SideFX Labs Make Loop — turns an animated sequence into a seamless loop (geometry, volume or particles). |
| lightning | SideFX Labs Lightning — generates procedural lightning/arc geometry across a model. |
| rbd_solver | Bare Bullet solver for ALREADY-fractured pieces + an arbitrary constraint network — the missing link that lets the granular fracture lane… |
| sim_rbd | Rigid-body destruction (SOP Bullet lane): source -> rbdmaterialfracture::3.0 -> rbdbulletsolver. |
| rbd_constraint_properties | Author RBD constraint PHYSICS (the breaking dial) on a solver's glue network via rbdconstraintproperties::2.0. |
| rbd_material_fracture | Pre-fracture geometry by MATERIAL TYPE (rbdmaterialfracture::3.0) WITHOUT a solver — concrete \ |
| rbd_voronoi | Raw Voronoi fracture (voronoifracture::2.0) for art-directed control: source -> scatter cells -> fracture (no material presets). |
| rbd_interior | Interior-face detail on fractured geo (rbdinteriordetail SOP): displaces the 'inside' crack faces with noise so broken concrete/rock reads as real inside… |
| rbd_constraints | Build the constraint NETWORK GEOMETRY (bond graph) from fractured pieces: method=rules (rbdconstraintsfromrules) or method=adjacency (connectadjacentpieces). |
| rbd_configure | Per-piece dynamics + activation on fractured pieces (rbdconfigure SOP): active/animated, density/bounce/friction, minactivationimpulse (impact trigger)… |
| rbd_collision | The TERRAIN BRIDGE: wire a mesh/heightfield collider into an existing rbdbulletsolver's Collision Geometry input (index 3) so debris settles on real captured… |
| rbd_force | Typed DOP force (NO VEX) for RBD debris beyond gravity/drag: wind/uniform/point/vortex/fan/drag/explosion (explosion\ |
| rbd_cache | BUILD (never write) a File Cache 2.0 SOP after an RBD sim, with a confined explicit write path. |
| rbd_exploded | Debug/inspection: spread fractured pieces apart to see the break (rbdexplodedview SOP). |
| rbd_destruction | THE TERRAIN DESTRUCTION MACRO: fracture a reconstructed asset and collapse it onto real captured terrain end-to-end. building -> rbdmaterialfracture (+glue) -> |
| sim_flip | FLIP liquid (deep container + solver): builds a flipcontainer + flipsolver fed by a source primitive (a default box, or your source_geo), wired… |
| flip_collision | Geometry -> FLIP collision volume (Collision Source 2.0 SOP). |
| flip_flood | Terrain flood MACRO: ONE call composes a DEM/heightfield SOP (input) -> convertheightfield -> collisionsource collider -> auto-sized flipcontainer (fit to… |
| flip_source | Geometry -> FLIP particles (Flip Source SOP): initial fill and/or continuous emit; feeds a flipsolver Sources input. |
| flip_boundary | Open-boundary source/sink for a FLIP container (Flip Boundary SOP): none/velocity/pressure/hydro_pressure boundary types (hydro = coastal/flood waterline). |
| flip_tank | Pre-filled pool of FLIP particles (Particle Fluid Tank SOP): a pool/harbor/reservoir that starts already full. |
| flip_force | Typed force node (no VEX) for a FLIP/DOP sim: ftype -> uniformforce/vortexforce/windforce/drag/pointforce/fan/popaxisforce. |
| sim_pop | POP particles (master): a SOP dopnet (input0=emit geo) wrapping popobject -> popsolver::2.0, source on the Sources input (usecontextgeo='first' fix) and a… |
| pop_source | Add a typed particle emitter (popsource::2.0) into an existing POP dopnet and wire it onto the popsolver Sources input. |
| pop_force | Add ONE typed POP force into a POP dopnet and chain it onto the popsolver Pre-Solve input (forces chain, stacking cleanly). |
| pop_import | Pull 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_collision | Collide particles against a SOP/terrain collider (popcollisiondetect) inside a POP dopnet, chained onto Pre-Solve. |
| pop_group | Group 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_kill | Kill / 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_property | Shape per-particle attributes with TYPED POP property nodes (no VEX), chained onto Pre-Solve of a POP dopnet. op=physical -> popproperty… |
| pop_instance | Instancing / render handoff for a POP dopnet (no VEX). op=instance -> popinstance (write instancepath so points instance a SOP at render time; chains onto… |
| pop_cache | BUILD (never write) a File Cache 2.0 SOP after a pop_import node to cache simulated particles to disk. |
| pop_flock | Boids / steering for a POP dopnet (no VEX), chaining ONE behaviour node onto Pre-Solve. behavior selects… |
| pop_scatter_sim | Terrain/scan particle-scatter MACRO (the flip_flood analogue): ONE call composes the whole POP lane into a fresh /obj geo — emit geo ->… |
| sim_pyro | Pyro (fire/smoke): MIGRATED to the modern SOP lane pyrosource -> SOP pyrosolver (self-bounding container) + optional collisionsource::2.0 collider. |
| pyro_source | Pyro emission source (pyrosource SOP): rasterizes geo/points into source fields (density/temperature/fuel/burn/vel) that feed a pyrosolver's Sources input. |
| pyro_collision | Geometry/terrain -> pyro collision volume (Collision Source 2.0 SOP): the scene-collision bridge; feed into a pyrosolver's Collision input so smoke deflects… |
| pyro_ground | Ground/wildfire macro: DEM heightfield -> collider + pyrosource over an emission region -> SOP pyrosolver (tuned per type + wind) -> volumevisualization. |
| pyro_burst | Pyro explosion/fireball source (pyroburstsource SOP): turns input points into an explosion/shockwave/muzzle/ring shell + trailing embers feeding a pyrosolver's |
| pyro_explosion | Explosion macro: single burst point at center -> pyroburstsource (explosion + embers) -> SOP pyrosolver (hot fireball) -> volumevisualization. |
| pyro_visualize | Viewport look for a pyro/volume field (volumevisualization SOP): cheap viewport shading only, NOT a render. |
| pyro_shade | Render-ready shading fields for a pyro volume (pyrobakevolume SOP): the Karma render-prep node; bakes smoke/fire/scatter look + assigns a Pyro material. |
| pyro_post | Export/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_cache | BUILD (never write) a File Cache 2.0 SOP after a pyro sim, with a confined explicit write path + bgeo/vdb filetype. |
| whitewater_source | Whitewater emission source (Whitewater Source 3.0 SOP): emission masks that decide where foam/spray/bubbles are born from a FLIP liquid sim. |
| sim_whitewater | Whitewater (foam/spray/bubble): MIGRATED to the modern SOP lane whitewatersource::3.0 -> whitewatersolver (SOP) -> optional post. |
| whitewater_post | Whitewater post-process (Whitewater Post Process SOP): shapes solved foam/spray/bubble for render — density/pscale ramps, particles/fog/mesh output… |
| fluid_surface | Mesh FLIP particles into a fluid surface (Particle Fluid Surface 3.0 SOP). |
| flip_volume_combine | Combine 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_cache | BUILD (never write) a File Cache 2.0 SOP after a sim, with a confined explicit write path. |
| sim_ripple | Cheap surface waves via the Ripple Solver SOP on a grid (rest geometry on input 0). |
| sim_grains | Granular 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_field | Set / author / name / break RBD (rigid-body destruction) constraint-network attributes by group, as typed LITERAL values via an attribcreate::2.0 — the… |
| glue_cluster | Chunk / 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_curves | Build / route an RBD (rigid-body destruction) constraint network ALONG user curves (rbdconstraintsfromcurves SOP) — custom bond routing for rebar, cables… |
| rbd_constraints_from_lines | Build an RBD (rigid-body destruction) constraint network from explicit LINE SEGMENTS (rbdconstraintsfromlines SOP) — the data-only form of the interactive… |
| rbd_group_constraints | Name / group / organize an RBD (rigid-body destruction) constraint network into a targetable named primitive group (rbdgroupconstraints SOP) so a solver… |
| voronoi_adjacency | Build the piece-ADJACENCY graph / bond topology (which fractured pieces touch which) from a voronoi fracture (voronoiadjacency SOP) — the adjacency polylines… |
| sim_viscosity | Viscous FLIP scaffold (slushy / meltwater / honey / lava): a flipcontainer + flipsolver with viscosity force-enabled. |
| ocean_surface | Flat spectral large-water OCEAN / SEA surface — a grid displaced by an ocean spectrum (Ocean Evaluate 2.0) into rolling waves. |
| ocean_spectrum | Author 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_evaluate | Deform ARBITRARY geometry by an ocean SPECTRUM (SOP-level Ocean Evaluate). |
| ocean_foam | Generate FOAM / whitewater / spray points from an ocean surface's cusp (Ocean Foam SOP) — the sea-foam layer on breaking crests. |
| ocean_source | Couple 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_velocity | Author the point velocity attribute v (Point Velocity SOP) — the FX seed-velocity workhorse. |
| volume_velocity | Author a velocity VOLUME (Volume Velocity SOP) — the non-simulated 'wind tunnel' velocity field that drives crest-spray / snow / rain via pop_force(advect).… |
| debris_source | Emit a secondary-DEBRIS source (Debris Source SOP) off a fractured/static piece surface — the per-frame emission map (density/age/distance attribs) feeding… |
| cloud | Volumetric CLOUD primitive (cumulus / sky cloud / fog volume density field): source geo -> Cloud 2.0 (SDF/density/narrow-band) -> Cloud Noise (billowy/wispy… |
| cloud_shape | Generate a MODERN art-directable cloud with the H20+ Cloud Shape toolset (cloudshapegenerate) — the replacement for the deprecated monolithic cloud. |
| cloud_billowy_noise | Billowing cauliflower displacement on a cloud DENSITY VDB (cloudbillowynoise) — the modern high-detail cumulus modifier. |
| cloud_wispy_noise | Wispy / streaky velocity-advected displacement on a cloud DENSITY VDB (cloudwispynoise) — cirrus, stretched anvils, wind-blown wisps. |
| cloud_clip | Clip / cut a cloud DENSITY VDB with a plane + optional noise (cloudclip) — flat cumulus bases, sheared anvils, sliced tops. |
| solver | Generic SOP feedback / time-loop solver -- the general-purpose iterative primitive (accumulative erosion, growth, cellular automata, any per-frame feedback)… |
| sim_vellum | Vellum (XPBD) master (SOP): source -> Vellum Constraints -> Vellum Solver. |
| vellum_collision | Wire an external/terrain collider into a Vellum solver's Collision Geometry input (index 2) and tune collision response. |
| vellum_attach | Attach Vellum cloth/geometry to a (moving) RIG — the dedicated Vellum Attach Constraints SOP. |
| vellum_constraint | Layer an ADDITIONAL Vellum constraint onto an existing chain (welds/glue/pins/attach/stitch/struts) via the second-input append. |
| vellum_force | External forces on a Vellum solve. |
| vellum_drape | Rest state / pre-roll settle. |
| vellum_source | Continuous emission / add constraint patches mid-sim (DOP-scoped, advanced -- the only Vellum tool that drops to DOP). |
| vellum_post | Render prep for a Vellum sim (vellumpostprocess SOP): hair-tube generation, smoothing (subdivide), detangle, rigidity. |
| vellum_cache | BUILD (never write) a File Cache 2.0 SOP after a Vellum sim. |
| sim_mpm | MPM (Material Point Method) network (SOP): source -> mpmsource -> mpmsolver. |
| mpm_collider | Give an MPM sim something to COLLIDE with / INTERACT with — wire a collider into an existing mpmsolver's MPM Colliders input (index 1). |
| mpm_container | Bound an MPM sim's DOMAIN and set its MASTER resolution — wire an mpmcontainer into an existing mpmsolver's MPM Container input (index 2). |
| mpm_surface | Make an MPM sim RENDERABLE — mesh / surface the sim particles by building an mpmsurface after them. |
| mpm_postfracture | Sim-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_deformpieces | Retarget 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_debrissource | Emit 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_constraint | KineFX Glue Constraint Relationship (glueconrel) — DOP constraint-relationship data node that glues bound objects until an impulse over strength breaks the… |
| hard_constraint | KineFX Hard Constraint Relationship (hardconrel) — stiff DOP relationship pinning bound objects to a rest length, with optional angular motors and solver… |
| no_constraint | KineFX No Constraint Relationship (noconrel) — DOP relationship that makes bound objects mutual affectors WITHOUT any constraint force (collision-only /… |
| bullet_soft_constraint | KineFX Bullet Soft Constraint Relationship (bulletsoftconrel) — springy Bullet relationship with linear + optional angular stiffness/damping and optional… |
| cone_twist_constraint | KineFX Cone Twist Constraint Relationship (conetwistconrel) — Bullet cone-twist joint limiting twist/out/up rotation within a cone, with an optional soft limit |
| constraint_relationship | KineFX Constraint Relationship (conrelationship) — the generic relationship data node defining how two bound objects relate (type + two-state break / spring… |
| apply_constraint | KineFX Constraint (constraint) — applies a named constraint relationship between affected and affector sim objects (the DOP node that binds a relationship to… |
| constraint_network_relationship | KineFX Constraint Network Relationship (constraintnetworkrelationship) — applies a relationship to a constraint NETWORK, optionally matching… |
| motion_data | KineFX Motion (motion) — the DOP Motion data node carrying an object's position / pivot / rotation and linear + angular velocity (the initial-state / target… |
| softbody_constraint | KineFX 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_constraint | KineFX Cloth Stitch Constraint (clothstitchconstraint) — stitches constrained points of a cloth object to a goal object/points with a given stiffness & damping |
| fem_attach_constraint | KineFX FEM Attach Constraint (femattachconstraint) — attaches points of a constrained FEM object to a goal object at a rest offset, with optional… |
| fem_fuse_constraint | KineFX FEM Fuse Constraint (femfuseconstraint) — fuses matched points of two FEM objects (matched by ordered point group or by an identifier attribute) into… |
| fem_region_constraint | KineFX FEM Region Constraint (femregionconstraint) — constrains overlapping tetrahedral regions of two FEM objects together, optionally matching parts by an… |
| fem_slide_constraint | KineFX FEM Slide Constraint (femslideconstraint) — constrains points of a FEM object to slide along the surface of a goal object (connection model… |
| fem_target_constraint | KineFX FEM Target Constraint (femtargetconstraint) — softly pulls constrained points of a FEM object toward their animated target positions with a given… |
| ragdoll_solver | WIRE-ONLY: build a KineFX ragdoll solver (kinefx::ragdollsolver) on the character/skeleton geometry (input 0). |
| muscle_solver | WIRE-ONLY: build a muscle solver (musclesolver) on the muscle geometry (input 0). |
| muscle_solver_fem | WIRE-ONLY: build a FEM muscle solver (musclesolverfem) on the muscle geometry (input 0). |
| muscle_solver_vellum | WIRE-ONLY: build a Vellum muscle solver (musclesolvervellum) on the muscle geometry (input 0). |
| tissue_solver | WIRE-ONLY: build a tissue (FEM flesh) solver (tissuesolver) on the tissue/skin geometry (input 0). |
| tissue_solver_vellum | WIRE-ONLY: build a Vellum tissue solver (tissuesolvervellum) on the tissue geometry (input 0). |
| skin_solver_vellum | WIRE-ONLY: build a Vellum skin solver (skinsolvervellum) on the skin geometry (input 0). |
| armature_deform | WIRE-ONLY: build an armature deform solver (armaturedeform) on the character geometry (input 0) — quasistatic muscle/skin deformation. |
| fem_solver | WIRE-ONLY: build a FEM soft-body solve cluster (femsolidobject -> femsolver) inside a fresh dopnet. |
| solid_object_solver | WIRE-ONLY: build a solid/cloth FEM cluster (solidobject -> femsolver) inside a fresh dopnet. |
| filament_solver | WIRE-ONLY: build a filament/strand dynamics cluster (filamentobject -> filamentsolver) inside a fresh dopnet. |
| crowd_solver | WIRE-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_skeleton | KineFX Skeleton — the skeleton authoring container (kinefx::skeleton). |
| configure_joints | KineFX Configure Joints — writes solver-configuration attributes onto a skeleton (input 0) for Full Body IK / Ragdoll / Rig Pose. |
| configure_joint_limits | KineFX Configure Joint Limits — sets rotation/translation joint limits + limit-guide display on a skeleton (input 0). |
| orient_joints | KineFX Orient Joints — recomputes joint orientations (the transform point attrib) for a skeleton (input 0), aiming each joint at its child with a… |
| parent_joints | KineFX Parent Joints — reparents joints in a skeleton hierarchy (input 0). |
| delete_joints | KineFX Delete Joints — deletes (or keeps only) the joints named by group from a skeleton (input 0), optionally cascading to children. |
| group_joints | KineFX 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_blend | KineFX Skeleton Blend — blends the pose of one or more skeletons into a base skeleton. |
| skeleton_mirror | KineFX 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_doctor | KineFX Rig Doctor — validates & repairs a skeleton: initializes missing joint names / transforms, sanitizes names, and outputs hierarchy attributes (parent… |
| visualize_rig | KineFX Visualize Rig — generates rig-visualization geometry (joint gnomons / bone links, styled by color/scale) from a skeleton on input 0. |
| rig_pose | KineFX Rig Pose — the interactive FK/IK posing SOP on a skeleton (input 0). |
| compute_rig_pose | KineFX 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_pose | KineFX 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_pose | KineFX 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_pose | KineFX 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_transforms | KineFX Rig Copy Transforms — copies joint transforms from source (input 1) onto skeleton (input 0, the destination rig), pairing joints by a mapping… |
| ik_chains | KineFX IK Chains — solves two-bone IK chains on a skeleton (input 0) toward goal positions supplied as targets (input 1). |
| full_body_ik | KineFX 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_targets | KineFX Full Body IK Configure Targets — writes the FBIK target configuration (per-joint offsets, rest-pose reference, center-of-mass target) onto a skeleton… |
| spline_ik | KineFX 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_foot | KineFX 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_joint | KineFX 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_difference | KineFX 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_biharmonic | KineFX Joint Capture Biharmonic (kinefx::jointcapturebiharmonic) — computes smooth boneCapture skinning weights by solving biharmonic functions over an… |
| joint_capture_proximity | KineFX Joint Capture Proximity (kinefx::jointcaptureproximity) — assigns boneCapture skinning weights to geometry (input 0) by proximity to the skeleton (input |
| point_capture_biharmonic | KineFX Point Capture Biharmonic (kinefx::pointcapturebiharmonic) — biharmonic point-cloud capture of geometry (input 0) to the skeleton (input 1). |
| joint_capture_paint | KineFX Joint Capture Paint (kinefx::jointcapturepaint) — initializes / normalizes boneCapture weights on geometry (input 0) against the skeleton (input 1). |
| capture_packed_geo | KineFX Capture Packed Geo (kinefx::capturepackedgeo) — transfers/packs the capture on geometry (input 0) against the skeleton (input 1), optionally packing the |
| capture_proximity | Classic Capture Proximity (captureproximity) — proximity capture of geometry (input 0) to the capture regions on skeleton (input 1; a KineFX skeleton whose… |
| bone_capture | Classic Capture (capture) — assigns capture weights to geometry (input 0) from the capture regions on skeleton (input 1). |
| bone_capture_lines | Classic Bone Capture Lines (bonecapturelines) — generates classic capture-region line geometry (carrying boneCapture) from the skeleton (input 0), for… |
| capture_region | Classic Capture Region (cregion) — a 0-input SOURCE that emits one capture-region primitive (a tube with a transform) inside a fresh /obj geo. |
| capture_mirror | Classic Capture Mirror (capturemirror) — mirrors capture weights on already-captured geometry (input 0) across a plane, renaming mirrored regions via… |
| capture_correct | Classic Capture Correct (capturecorrect) — cleans up capture weights on already-captured geometry (input 0): update/remove stale regions, clamp… |
| capture_override | Classic Capture Override (captureoverride) — overrides capture weights on already-captured geometry (input 0) for the named cregions, applying an operation… |
| name_from_capture_weight | Labs 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_converter | Labs Skinning Converter (labs::skinning_converter::3.0) — converts a vertex-animated / deforming geometry (input 0, time-dependent) into a skeleton +… |
| dembones_skinning_converter | KineFX DemBones Skinning Converter (kinefx::dembones_skinningconverter) — WIRE-ONLY: builds + wires + configures the DemBones external solve that converts an… |
| joint_deform | KineFX Joint Deform (kinefx::jointdeform) — deforms captured skin by joint transforms. |
| bone_deform | KineFX Bone Deform (bonedeform) — deforms capture-weighted geometry using bone/joint capture attributes. |
| deform_skeleton_skin | KineFX 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_combine | KineFX Pose-Space Deform Combine (posespacedeformcombine) — merges multiple Pose-Space Deform outputs (input 0..N) into a single corrective result. |
| pose_space_edit_configure | KineFX Pose-Space Edit Configure (posespaceeditconfigure) — sets how Pose-Space Edit computes shape differences (pre/post-deform, orient) on geometry (input… |
| character_blend_shapes_add | KineFX 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_core | KineFX Character Blend Shapes Core (kinefx::characterblendshapescore) — the low-level weighted blend evaluator: input 0 = base mesh, input 1 = packed blend… |
| character_blend_shapes_extract | KineFX Character Blend Shapes Extract (kinefx::characterblendshapesextract) — extracts a single named blend-shape (or in-between) target mesh out of a packed… |
| character_blend_shape_channels | KineFX Character Blend Shape Channels (kinefx::characterblendshapechannels) — defines/updates the blend-shape channel table (weights) for a mesh (input 0)… |
| character_blend_shapes | KineFX Character Blend Shapes (kinefx::characterblendshapes) — the all-in-one blendshape node: input 0 = base mesh, input 1 = blend-shape meshes, input 2 =… |
| blend_shapes | Classic Blend Shapes (SOP blendshapes::2.0) — weighted morph of a base mesh (input 0) toward one or more target shapes (input 1..N). |
| secondary_motion | KineFX Secondary Motion (kinefx::secondarymotion) — adds overlapping/jiggle/spring follow-through to an animated skeleton (input 0). |
| dynamic_warp | KineFX Dynamic Warp (kinefx::dynamicwarp) — time-warps a source animation (input 1) to align with a reference animation (input 0) using dynamic time warping… |
| skeleton_deform | KineFX/Classic Deform (SOP deform) — deforms capture-weighted geometry (input 0) by a skeleton referenced through skel_root_path (an in-scene node reference). |
| motion_clip | KineFX MotionClip — PACKS an animated skeleton (input 0) sampled across a frame range into a single-frame packed motionclip (channel primitives). |
| motion_clip_create | KineFX 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_create | KineFX 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_retime | KineFX Compute MotionClip Retime — retimes a motionclip (input 0) via the compute engine: shift / absolute time / frame / speed, with optional trim and… |
| motion_clip_retime | KineFX MotionClip Retime — retimes a motionclip (input 0): shift / absolute time / frame / speed, with optional trim, per-frame time/frame/speed overrides, and |
| motion_clip_velocity | KineFX MotionClip Compute Velocity — computes per-joint velocities on a motionclip (input 0); optional rest_frame (input 1) supplies the rest pose. |
| motion_clip_cycle | KineFX MotionClip Cycle — repeats a motionclip (input 0) before/after itself to build a loop, with locomotion continuity (shift/velocity/mirror) and pose… |
| motion_clip_evaluate | KineFX 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_extract | KineFX MotionClip Extract — extracts poses from a motionclip (input 0) as per-frame skeletons or motion trails over a frame range. |
| motion_clip_key_poses | KineFX 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_locomotion | KineFX MotionClip Extract Locomotion — separates a motionclip's (input 0) root locomotion from its in-place motion (compute / prim / joint source)… |
| motion_clip_merge | KineFX MotionClip Merge — merges two motionclips (input 0 + optional merge_clip on input 1) into one clip stream. |
| motion_clip_pose_delete | KineFX 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_insert | KineFX MotionClip Pose Insert — inserts a single skeleton pose (pose, input 1) into a motionclip (input 0) at a frame. |
| motion_clip_sequence | KineFX MotionClip Sequence — concatenates two motionclips end to end: first (input 0) then second (input 1), with locomotion continuity and a blended seam. |
| motion_clip_blend | KineFX 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_unpack | KineFX MotionClip Unpack — unpacks a motionclip (input 0) back to a live animated skeleton (single frame / range / current frame) or motion trails, carrying… |
| motion_clip_update | KineFX 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_info | KineFX 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_retime | KineFX Motion Mixer Retime — retimes a motion-mixer / motionclip scene (input 0) by absolute frame, time, playback speed, or hold. |
| motion_mixer_smooth | KineFX 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_transform | KineFX 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_import | KineFX 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_import | KineFX FBX Animation Import — imports an animated skeleton (a motion clip) from an FBX file into a fresh /obj geo. |
| fbx_skin_import | KineFX FBX Skin Import — imports the skinned mesh (carrying boneCapture weights) from an FBX character into a fresh /obj geo. |
| gltf_character_import | KineFX 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_import | KineFX glTF Animation Import — imports an animated skeleton (motion clip) from a glTF/glb file into a fresh /obj geo. |
| gltf_skin_import | KineFX glTF Skin Import — imports the skinned mesh (carrying boneCapture weights) from a glTF/glb character into a fresh /obj geo. |
| usd_character_import | KineFX 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_import | KineFX USD Animation Import — imports an animated skeleton (motion clip) from a USDSkel file into a fresh /obj geo (forces the file source). |
| usd_skin_import | KineFX USD Skin Import — imports the skinned mesh (carrying boneCapture weights) from a USDSkel character into a fresh /obj geo (forces the file source). |
| mocap_import | KineFX 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_import | KineFX 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_fbx | KineFX 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_io | KineFX Character IO — assembles a KineFX character from its parts: input0 = rest geometry, input1 = capture_pose skeleton (optional), input2 = animated_pose… |
| fbx_anim_export | KineFX FBX Animation Output — WIRE-ONLY. |
| fbx_character_export | KineFX FBX Character Output — WIRE-ONLY. |
| gltf_character_export | KineFX glTF Character Output — WIRE-ONLY. |
| clip_export | KineFX Clip Export — WIRE-ONLY. |
| scene_character_export | KineFX Scene Character Export — WIRE-ONLY. |
| retarget_fbx_export | KineFX Retarget FBX Export — WIRE-ONLY. |
| classic_bone | KineFX/Classic Bone (OBJ bone) — creates one classic Bone object: a length-parameterized bone with a bonelink display and adjustable capture / deform… |
| dembones_skinning_export | KineFX/Classic DemBones Skinning Converter ROP (/out dembones_skinningconverter) — WIRE-ONLY: builds + configures the DemBones external solve that converts… |
| deform_bone_rig_biped_arm | KineFX/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_2s | KineFX/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_3s | KineFX/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_3s | KineFX/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_neck | KineFX/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_leg | KineFX/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_3pc | KineFX/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_5pc | KineFX/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_leg | KineFX/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_leg | KineFX/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_neck | KineFX/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_spine | KineFX/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_tail | KineFX 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_4f | KineFX 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_5f | KineFX 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_arm | KineFX 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_2s | KineFX 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_3s | KineFX 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_3s | KineFX 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_neck | KineFX Deform Rig Biped Head and Neck — an /obj muscle-deform rig HDA for a biped head+neck (A_source: 0 inputs). |
| deform_rig_biped_leg | KineFX Deform Rig Biped Leg — an /obj muscle-deform rig HDA for a biped leg (A_source: 0 inputs). |
| deform_rig_biped_spine_3pc | KineFX 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_5pc | KineFX 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_leg | KineFX Deform Rig Quadruped Back Leg — an /obj muscle-deform rig HDA for a quadruped back leg (A_source: 0 inputs). |
| deform_rig_quadruped_front_leg | KineFX 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_neck | KineFX 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_spine | KineFX Deform Rig Quadruped IK Spine — an /obj muscle-deform rig HDA for a quadruped IK spine (A_source: 0 inputs). |
| deform_rig_quadruped_tail | KineFX Deform Rig Quadruped Tail — an /obj muscle-deform rig HDA for a quadruped tail (A_source: 0 inputs). |
| deform_rig_quadruped_toes_4f | KineFX 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_5f | KineFX 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_rig | KineFX 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_link | KineFX 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_solidify | KineFX 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_unpack | KineFX Capture Attribute Unpack (captureattribunpack) — expands a packed capture attribute (default boneCapture) on geometry (input 0) into separate _index +… |
| capture_attribute_pack | KineFX Capture Attribute Pack (captureattribpack) — collapses the separate capture _index + _data component attributes on geometry (input 0) back into a single |
| capture_layer_paint | KineFX Capture Layer Paint (capturelayerpaint::2.0) — edits/normalizes classic capture weights on geometry (input 0) for the active capture regions; the… |
| post_anim_deform | Labs 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_mocap | Labs 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_mocap | Labs 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_external | Labs DemBones Skinning Converter (labs::dembones_skinningconverter) — WIRE-ONLY. |
| dembones_skinning_bake | DemBones Skinning Converter, native SOP writer (dembones_skinningconverter::1.0) — WIRE-ONLY. |
| skin_properties | KineFX Skin Properties (skinproperties) — authors per-point muscle/skin SOLVER property attributes on the input skin (input 0): surface & solid stiffness /… |
| skin_solidify | KineFX 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_deform | KineFX 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_arm | KineFX 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_2s | KineFX 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_3s | KineFX 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_3s | KineFX 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_neck | KineFX 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_leg | KineFX 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_3pc | KineFX 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_5pc | KineFX 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_placer | KineFX Animation Rig Character Placer — the /obj root placement rig HDA that positions a whole character (A_source: 0 inputs).… |
| animation_rig_quadruped_back_leg | KineFX 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_leg | KineFX 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_neck | KineFX Animation Rig Quadruped Head and Neck — an /obj animation rig HDA for a quadruped head+neck (A_source: 0 inputs).… |
| animation_rig_quadruped_ik_spine | KineFX 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_tail | KineFX 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_4f | KineFX 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_5f | KineFX Animation Rig Quadruped Toes (5 Fingers) — an /obj animation rig HDA for a 5-toe quadruped foot (A_source: 0 inputs).… |
| auto_rig_biped_arm | KineFX 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_2s | KineFX 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_3s | KineFX 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_3s | KineFX 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_neck | KineFX 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_leg | KineFX 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_3pc | KineFX 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_5pc | KineFX 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_leg | KineFX 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_leg | KineFX 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_neck | KineFX 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_spine | KineFX 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_tail | KineFX 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_4f | KineFX 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_5f | KineFX 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_placer | KineFX 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_rig | KineFX Biped Auto Rig — an /obj one-call HDA that builds a full default biped control rig (A_source: 0 inputs). |
| auto_rig_eye | KineFX Auto Rig Eye — an /obj auto-rig HDA that builds a single eye rig (A_source: 0 inputs). |
| impostor_camera_rig | KineFX 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_acclaim | KineFX 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_arm | KineFX 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_neck | KineFX 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_leg | KineFX 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_3pc | KineFX 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_5pc | KineFX 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_1 | KineFX MoCap Biped 1 — a pre-built MoCap Biped test character with baked locomotion clips (A_source: built bare, 0 inputs wired). |
| mocap_biped_2 | KineFX 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_3 | KineFX 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_4f | KineFX 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_5f | KineFX 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_character | KineFX Toon Character — an /obj HDA that builds a full pre-rigged toon character (auto-rig + face + mocap) from defaults (A_source: 0 inputs). |
| constraint_begin | KineFX 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_object | KineFX Constraint Object (constraintobject) — emits the world transform of target as t/r/s tracks (9), optionally expressed relative to reference. |
| constraint_object_pretransform | KineFX Constraint Object Pretransform (constraintobjectpretransform) — emits the pre-transform (the object's rest/pivot offset) of target as t/r/s tracks (9). |
| constraint_object_offset | KineFX Constraint Object Offset (constraintobjectoffset) — emits the offset transform of target relative to reference as t/r/s tracks (9), masked by… |
| constraint_get_world_space | KineFX Constraint Get World Space (constraintgetworldspace) — emits the WORLD-space transform of object as t/r/s tracks (9). |
| constraint_get_parent_space | KineFX 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_space | KineFX 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_at | KineFX 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_path | KineFX 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_points | KineFX Constraint Points (constraintpoints) — emits a transform attached to point(s) of the SOP at sop_path (a group, or the nearest within… |
| constraint_export | KineFX Constraint Export (constraintexport) — terminates a constraint network by exporting the combined transform to the constraint object at constraints_path; |
| constraint_blend | KineFX Constraint Blend (constraintblend) — blends two or more constraint transform streams. |
| constraint_sequence | KineFX Constraint Sequence (constraintsequence) — sequentially blends a chain of constraint streams by blend. |
| constraint_offset | KineFX Constraint Offset (constraintoffset) — applies the offset transform on input1 (input 1) to the base transform on input (input 0) by blend. |
| constraint_parent | KineFX Constraint Parent (constraintparent) — composes a child transform under a parent transform (the CHOP parenting primitive). |
| constraint_parent_extended | KineFX Constraint Parent Extended (constraintparentx) — parenting with a write_mask (int bitmask of channels written, default 511). |
| constraint_simple_blend | KineFX Constraint Simple Blend (constraintsimpleblend) — a lightweight blend of two constraint streams by blend. |
| constraint_offset_blend | KineFX Constraint Offset Blend (constraintoffsetblend) — blends an offset across up to four constraint streams by blend. |
| constraint_surface | KineFX 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_transform | KineFX Constraint Transform (constrainttransform) — a CHOP that emits an explicit transform built from translate/rotate/scale (with… |
| constraint_pose | KineFX Pose (pose) — a Constraints-tab CHOP that emits a stored static pose as t/r/s transform tracks (from translate/rotate/scale with… |
| jiggle | KineFX Jiggle (jiggle) — a CHOP that adds secondary jiggle motion to the transform stream on input (input 0, which MUST carry tx/ty/tz channels). |
| lag | KineFX Lag (lag) — a CHOP that smooths / delays the channel stream on input (input 0). |
| channel_spring | KineFX 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_difference | KineFX Pose Difference (posedifference, CHOP) — computes the difference between the pose stream on input (input 0) and a reference pose. |
| chop_wave | CHOP Wave (wave) — generates a periodic waveform channel (sine/triangle/ramp/square/pulse) over a frame range. |
| chop_waveform | CHOP Waveform (waveform) — generates a constant/sine/square waveform channel (data-driven waveform source). |
| chop_noise | CHOP Noise (noise) — generates an animated noise channel (sparse/perlin/harmonic/brownian/alligator). |
| chop_constant | CHOP Constant (constant) — generates channels holding constant values (up to four named channels). |
| chop_spline | CHOP Spline (spline) — generates a spline-interpolated channel (bezier/cubic) over a range. |
| chop_pulse | CHOP Pulse (pulse) — generates a sequence of value pulses over a range. |
| chop_channel | CHOP Channel (channel) — generates channels sampled from parameter channels / keyframes over a range. |
| chop_oscillator | CHOP Oscillator (oscillator) — audio-style oscillator driven by an input channel (REQUIRES an input CHOP). |
| chop_math | CHOP Math (math) — per-channel and cross-CHOP arithmetic, gain and remap. |
| chop_function | CHOP Function (function) — applies a math function (sqrt/trig/log/pow/...) to the input channels. |
| chop_filter | CHOP Filter (filter) — temporal filter (gaussian/box/edge/sharpen/despike) on input channels. |
| chop_limit | CHOP Limit (limit) — clamps / loops / quantizes input channel values. |
| chop_lag | CHOP Lag (lag) — smooths input channels with lag/overshoot (spring-like follow). |
| chop_lookup | CHOP Lookup (lookup) — uses input 0 as an index to look up values in input 1. |
| chop_cycle | CHOP Cycle (cycle) — repeats/mirrors the input channels before and after with optional blends. |
| chop_blend | CHOP Blend (blend) — weight-blends channels across wired inputs. |
| chop_merge | CHOP Merge (merge) — merges the channels of all wired inputs into one stream. |
| chop_warp | CHOP Warp (warp) — time-warps input 0 by the warp channel on input 1. |
| chop_resample | CHOP Resample (resample) — resamples the input channels to a new rate / range. |
| chop_shift | CHOP Shift (shift) — shifts / scrolls the input channels in time. |
| chop_hold | CHOP Hold (hold) — holds (sample-and-holds) the input channels. |
| chop_spectrum | CHOP Spectrum (spectrum) — converts input channels to/from the frequency domain. |
| chop_multiply | CHOP Multiply (multiply) — multiplies the channels of all wired inputs together. |
| chop_invert | CHOP Invert (invert) — inverts (reciprocal) the input channel values. |
| chop_extend | CHOP Extend (extend) — sets how the input channels extend before/after their range. |
| chop_stretch | CHOP Stretch (stretch) — stretches the input channels in time and value. |
| chop_trim | CHOP Trim (trim) — trims the input channels to a sub-range. |
| chop_area | CHOP Area (area) — integrates the input channels (area / running integral). |
| chop_envelope | CHOP Envelope (envelope) — extracts the amplitude envelope of the input channels. |
| chop_interp | CHOP Interpolate (interp) — interpolates between the wired inputs over time. |
| chop_delay | CHOP Delay (delay) — adds delayed, gained echoes of the input channels. |
| chop_slope | CHOP Slope (slope) — computes the slope / acceleration (derivative) of the input channels. |
| chop_fan | CHOP Fan (fan) — fans one channel out to many, or fans many channels in to one. |
| chop_count | CHOP Count (count) — counts threshold crossings of the input channels. |
| chop_null | CHOP Null (null) — pass-through null (a stable named tap into the channel stream). |
| chop_vector | CHOP Vector (vector) — vector operations (magnitude/normalize/dot/cross/project/...) on channel triples. |
| chop_attribute | CHOP Attribute (attribute) — manages transform attributes (rotation order / slerp) on the channels. |
| chop_copy | CHOP Copy (copy) — stamps input 0 at each trigger sample of input 1. |
| chop_shuffle | CHOP Shuffle (shuffle) — reorders / splits / sequences the input channels. |
| chop_reorder | CHOP Reorder (reorder) — reorders channels by numeric / character pattern. |
| chop_rename | CHOP Rename (rename) — renames channels by pattern. |
| chop_delete | CHOP Delete (delete) — deletes channels by name or number. |
| chop_switch | CHOP Switch (switch) — passes through one of the wired inputs, selected by index. |
| chop_layer | CHOP Layer (layer) — layers the wired inputs with per-layer weights (active layer selects the base). |
| chop_composite | CHOP Composite (comp) — composites (additive rise/peak/release) the wired inputs. |
| chop_trigger | CHOP Trigger (trigger) — generates an ADSR-style envelope triggered by the input channels. |
| chop_footplant | CHOP Foot Plant (footplant) — detect + lock foot contacts in a walk animation to kill sliding. |
| chop_iksolver | CHOP IK Solver (iksolver) — solve a bone chain to reach an end affector. |
| chop_inversekin | CHOP Inverse Kinematics (inversekin) — the classic bone-chain IK solver driven by OBJ bone paths. |
| chop_transform_chain | CHOP Transform Chain (transformchain) — recompose a chain of transforms into output channels. |
| chop_export_transforms | CHOP Export Transforms (exporttransforms) — map transform channels to OBJ node parameters. |
| chop_extract_bone_transforms | CHOP Extract Bone Transforms (extractbonetransforms) — read a KineFX skeleton's bone transforms into channels. |
| chop_extract_pose_drivers | CHOP Extract Pose Drivers (extractposedrivers) — extract driver channels (joint xforms / parms) that feed a pose-space deformer. |
| chop_blendpose | CHOP Blend Pose (blendpose) — pose-space interpolation (RBF / hyperplane) that blends example poses by driver values. |
| chop_stashpose | CHOP Stash Pose (stashpose) — stash the current pose as a static reference pose for pose-space workflows. |
| agent_source | Crowd Agent (agent SOP) — creates/imports agent primitives. input=scene (an /obj bone subnet), disk (agent cache dir), fbx or usd. |
| agent_look_at | Crowd Agent Look At (agentlookat::3.0) — orients agent head/eye joints toward a target. input0 = agents, input1 = target points (target_type=points). |
| agent_terrain_adaptation | Crowd Agent Terrain Adaptation (agentterrainadaptation::3.0) — DOP crowd microsolver: foot-locking + hip-adjust of agents to terrain. |
| agent_terrain_projection | Crowd Agent Terrain Projection (agentterrainprojection) — DOP crowd microsolver projecting agent particles/feet onto a terrain surface. |
| agent_look_at_apply | Crowd Agent Look At Apply (agentlookatapply::3.0) — DOP crowd microsolver applying head/eye look-at targeting to agents each sim step. |
| agent_clip_layer | Crowd Agent Clip Layer (agentcliplayer) — DOP crowd microsolver that layers/blends animation clips onto agents. |
| agent_arcing_clip_layer | Crowd Agent Arcing Clip Layer (agentarcingcliplayer) — DOP crowd microsolver that layers an arcing/turning clip onto agents. |
| crowd_fuzzy_logic | Crowd Fuzzy Logic (crowdfuzzylogic) — DOP node combining trigger inputs via fuzzy logic into a trigger attribute. |
| crowd_object | Crowd Object (crowdobject) — the DOP object holding the agent crowd in a crowd sim. |
| crowd_state | Crowd State (crowdstate::3.0) — a named behaviour state (clip assignment, gait, ragdoll mode) in a crowd state machine. |
| agent_clip | KineFX Agent Clip (agentclip::2.0) — bakes a motion source onto agent primitives as a named clip. input0 = agents, input1 = MotionClip (source=sop/chop). |
| crowd_trigger | KineFX Crowd Trigger (crowdtrigger::2.0) — evaluates a per-agent condition (proximity/attribute/speed/distance/...) and writes a trigger attribute. |
| crowd_trigger_logic | KineFX Crowd Trigger Logic (crowdtriggerlogic::2.0) — combines up to two trigger streams with a boolean operation and writes a trigger attribute. |
| crowd_transition | KineFX Crowd Transition (crowdtransition::3.0) — defines a transition between two crowd states, fired by a trigger. |
| crowd_sop_import | KineFX 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_procedural | KineFX Crowd Render Procedural (houdinicrowdprocedural) — sets up a render-time (Karma) crowd delayed-load procedural so agents expand at render, not baked.… |
| bake_skinning | KineFX Bake Skinning (bakeskinning) — bakes UsdSkel skinning on an input stage down to deformed point positions (crowd render-prep after crowd_sop_import).… |
| agent_channels | KineFX Agent Channels (agent CHOP) — evaluates an agent primitive's clip or pose transforms into CHOP tracks (drive rigs/lights/objects from crowd… |
| agent_camera | KineFX 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_properties | Crowd Agent Clip Properties (agentclipproperties) — authors per-clip metadata (frame range, sample units, previewed clip) on an agent's clip catalog. input0… |
| agent_clip_transition_graph | Crowd Agent Clip Transition Graph (agentcliptransitiongraph) — computes clip-to-clip transition blends for an agent. input0 = agents, input1 = existing… |
| agent_collision_layer | Crowd Agent Collision Layer (agentcollisionlayer) — builds/marks a collision layer on agents for ragdoll/bullet collision shapes. input0 = agents. |
| agent_configure_joints | Crowd Agent Configure Joints (agentconfigurejoints) — configures per-joint ragdoll limits and guide display on agents. input0 = agents. |
| agent_constraint_network | Crowd Agent Constraint Network (agentconstraintnetwork) — builds the ragdoll constraint network (softness / ERP / CFM / bias tuning) for agents. input0 =… |
| agent_definition_cache | Crowd Agent Definition Cache (agentdefinitioncache) — loads a cached agent definition (rig/layers/shapes/clips/metadata). |
| agent_edit | Crowd Agent Edit (agentedit) — overrides an agent's current/collision layer, current clip and clip time. input0 = agents. |
| agent_layer | Crowd Agent Layer (agentlayer::2.0) — adds/assigns shape layers to agents and sets the current and collision layers. input0 = agents, input1 = shape… |
| agent_metadata | Crowd Agent Metadata (agentmetadata) — reads/merges/sets typed metadata dictionaries on agents. input0 = agents. |
| agent_prep | Crowd Agent Prep (agentprep::3.0) — prepares agents for crowd sim (rest clip, limb setup, clip loading). input0 = agents. cachedir + clippaths confined to… |
| agent_proxy | Crowd Agent Proxy (agentproxy) — sets viewport proxy display (LOD / id / color) for agent points, for fast crowd previews. input0 = points carrying agent… |
| agent_relationship | Crowd Agent Relationship (agentrelationship) — parents child agents to a parent agent (optionally to a specific joint) with a position/rotation/all constraint. |
| agent_transform_group | Crowd Agent Transform Group (agenttransformgroup) — defines named transform (joint) groups on agents for weighted deformation/blending. input0 = agents. |
| agent_unpack | Crowd Agent Unpack (agentunpack) — unpacks agent primitives into their underlying geometry (deformed \ |
| agent_vellum_unpack | Crowd Agent Vellum Unpack (agentvellumunpack) — unpacks agents into sim (Vellum) + rest geometry for cloth/soft-body crowd setups. input0 = agents. |
| crowd_assign_layers | Crowd Assign Layers (crowdassignlayers) — assigns/randomizes current & collision layers on a crowd of agents by group / layer-pattern / percentage. input0 =… |
| crowd_motion_path | Crowd 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_relationship | Crowd Motion Path Apply Relationship (crowdmotionpathapplyrel) — applies agent parent/child relationships onto motion paths. input0 = motion paths, input1 =… |
| crowd_motion_path_arcing_layer | Crowd Motion Path Arcing Layer (crowdmotionpatharcinglayer) — layers turn (arcing) clips onto a motion path based on turn rate. input0 = motion paths, input1 = |
| crowd_motion_path_avoid | Crowd Motion Path Avoid (crowdmotionpathavoid) — steers motion paths to avoid collisions, neighbors and obstacles. input0 = motion paths, input1 = agents… |
| crowd_motion_path_edit | Crowd Motion Path Edit (crowdmotionpathedit) — pin-weight / scale-adjustment editing of motion paths (non-interactive data controls). input0 = motion paths… |
| crowd_motion_path_edit_core | Crowd Motion Path Edit Core (crowdmotionpatheditcore) — the data core of the motion-path edit: applies pin-weight / scale-adjustment attributes to motion… |
| crowd_motion_path_evaluate | Crowd 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_core | Crowd 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_follow | Crowd Motion Path Follow (crowdmotionpathfollow) — deforms motion paths to follow guide curves. input0 = motion paths, input1 = agents (opt), input2 = curves… |
| crowd_motion_path_layer | Crowd Motion Path Layer (crowdmotionpathlayer) — layers an animation clip onto a motion path when triggered (via trigger groups). input0 = motion paths, input1 |
| crowd_motion_path_retime | Crowd Motion Path Retime (crowdmotionpathretime) — retimes / clips a motion path's frame range and playback speed. input0 = motion paths, input1 = agents… |
| crowd_motion_path_transition | Crowd Motion Path Transition (crowdmotionpathtransition) — transitions a motion path from its current clip to a new clip when triggered. input0 = motion paths, |
| crowd_source | Crowd 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_trigger | Crowd Motion Path Trigger (crowdmotionpathtrigger) — evaluates a trigger condition (time / bounds / object-distance / raycast / neighbor-distance / clip) along |
| agent_animation_unpack | Agent Animation Unpack (kinefx::agentanimationunpack) — unpacks an agent's animation into a KineFX skeleton output: pose / agent-clip pose / rest pose / motion |
| agent_character_unpack | Agent Character Unpack (kinefx::agentcharacterunpack) — unpacks an agent into its component geometry: output 0 = skin shapes, output 1 = skeleton, output 2 =… |
| agent_from_rig | Agent From Rig (kinefx::agentfromrig) — converts a KineFX rig/skeleton into a single Agent primitive (rest pose, no clips). |
| agent_pose_from_rig | Agent Pose From Rig (kinefx::agentposefromrig) — drives an agent's pose from a KineFX rig/skeleton pose (both inputs REQUIRED). |
| agent_transforms | Crowd Agent Transforms (agenttransforms) — data-provider VOP reading an agent primitive's transform matrices. |
| agent_transform_names | Crowd Agent Transform Names (agenttransformnames) — data-provider VOP reading the ordered transform (joint) names of an agent's rig. |
| agent_transform_count | Crowd Agent Transform Count (agenttransformcount) — data-provider VOP outputting the number of transforms (joints) in an agent's rig. |
| agent_rig_find | Crowd Agent Rig Find (agentrigfind) — data-provider VOP returning the transform index of a named joint in an agent's rig. |
| agent_rig_children | Crowd Agent Rig Children (agentrigchildren) — data-provider VOP returning the child transform indices of a joint in an agent's rig hierarchy. |
| agent_rig_parent | Crowd Agent Rig Parent (agentrigparent) — data-provider VOP returning the parent transform index of a joint in an agent's rig hierarchy. |
| agent_clip_weights | Crowd Agent Clip Weights (agentclipweights) — data-provider VOP reading the active per-clip blend weights of an agent. |
| agent_layers | Crowd Agent Layers (agentlayers) — data-provider VOP reading the list of layer names on an agent definition. |
| agent_layer_name | Crowd Agent Layer Name (agentlayername) — data-provider VOP resolving a layer name for an agent (e.g. current / collision layer). |
| agent_layer_bindings | Crowd Agent Layer Bindings (agentlayerbindings) — data-provider VOP reading the shape->transform bindings of a named agent layer. |
| agent_layer_shapes | Crowd Agent Layer Shapes (agentlayershapes) — data-provider VOP reading the shape names in a named agent layer, optionally filtered by shape type. |
| agent_convert_transforms | Crowd Agent Convert Transforms (agentconverttransforms) — data-provider VOP converting an agent's transforms array between spaces (e.g. local world). |
| franken_muscle | Muscle Franken Muscle (frankenmuscle) — assigns multiple muscle_id sub-regions within a single muscle geometry so one solid mesh behaves as several independent |
| franken_muscle_paint | Muscle Franken Muscle Paint (frankenmusclepaint) — the paint front-end for muscle_id masks on a muscle geometry (input 0). |
| muscle_id | Muscle Muscle ID (muscleid) — assigns a per-primitive muscle_id name attribute to each connected surface cluster so downstream muscle SOPs address muscles… |
| muscle_solidify | Muscle Muscle Solidify (musclesolidify) — tetrahedralizes a muscle SURFACE into a solid muscle (carries muscle_id + maxthickness) ready for properties +… |
| muscle_properties | Muscle Muscle Properties (muscleproperties) — authors per-muscle solid material properties (shape/volume/damping/mass/fiber/tendon stiffness) and computes… |
| muscle_properties_otis | Muscle Muscle Properties OTIS (musclepropertiesotis) — the OTIS-solver variant of Muscle Properties (per-muscle solid material properties for the OTIS… |
| muscle_constraint_properties_fem | Muscle Muscle Constraint Properties FEM (muscleconstraintpropertiesfem) — authors the per-muscle CONSTRAINT properties (end / muscle-to-muscle / muscle-to-bone |
| muscle_constraint_properties_otis | Muscle Muscle Constraint Properties OTIS (muscleconstraintpropertiesotis) — the OTIS-solver variant of the muscle CONSTRAINT-property authoring node (end /… |
| muscle_constraint_properties_vellum | Muscle Muscle Constraint Properties Vellum (muscleconstraintpropertiesvellum) — the Vellum-solver variant of the muscle CONSTRAINT-property authoring node (end |
| muscle_auto_tension_lines | Muscle 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_lines | Muscle Tension Lines (muscletensionlines) — the tension-line authoring node: selects/edits the tension lines used to flex muscles, with symmetry support. |
| muscle_tension_lines_activate | Muscle Tension Lines Activate (muscletensionlinesactivate) — activates / animates tension lines (min/max activation per group, mirror activation across the… |
| muscle_deform | Muscle Muscle Deform (muscledeform::2.0) — the modern quasi-static muscle deformer: solves the muscle solid to follow its tension lines with fiber stiffness… |
| muscle_flex | Muscle Muscle Flex (muscleflex::2.0) — flexes a muscle along its tension lines by fiber-scale blend (the fast, non-solved bulge). |
| muscle_preroll | Muscle 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_merge | Muscle Muscle Merge (musclemerge) — merges up to six muscle streams into one muscle system (keeps muscle_id distinct). |
| muscle_mirror | Muscle Muscle Mirror (musclemirror) — mirrors muscles from one side of the body to the other, renaming muscle_id by prefix swap. |
| muscle_deintersect | Muscle Muscle Deintersect (muscledeintersect) — pushes overlapping muscles apart so they stop interpenetrating, out to a thickness offset. |
| muscle_adjust_volume | Muscle Muscle Adjust Volume (muscleadjustvolume) — grows/shrinks muscle volume along normal + tangent, with optional collision resolution against the skin. |
| muscle_slide_constraint | Muscle Muscle Slide Constraint (muscleslideconstraint) — builds sliding constraints that let a muscle slide over its neighbours / bones while resisting… |
| muscle_tpose | Muscle 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_tissue | Muscle OTIS Configure Muscle and Tissue (otisconfiguremuscleandtissue) — assembles the muscle + tissue geometry and constraints into the payload the OTIS… |
| tissue_solidify | Muscle Tissue Solidify (tissuesolidify::2.0) — builds a tetrahedralized tissue (fat/fascia) shell of a given thickness under a skin/muscle surface. |
| tissue_solidify_otis | Muscle Tissue Solidify OTIS (tissuesolidifyotis) — the OTIS-solver variant: builds the tissue volume between an EXTERIOR skin and an inner shrink-wrapped… |
| tissue_properties | Muscle Tissue Properties (tissueproperties) — authors tissue material properties (surface + solid + sliding stiffness/damping/mass, rest scale) from a preset… |
| tissue_properties_otis | Muscle Tissue Properties OTIS (tissuepropertiesotis) — the OTIS-solver variant of Tissue Properties (core + shell solid stiffness/damping/mass… |
| muscle_paint | Muscle Muscle Paint (musclepaint) — the paint front-end for muscle attributes / masks on a muscle geometry (input 0). |
| set_attrib_expr | Run 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_inference | Run a confined ONNX tensor-graph model over point attributes or a volume field — learned super-res / denoise / segmentation of clouds & volumes. |
| ml_regression | Train-inline + infer an attribute regression from a Labeled-Examples input — learned mask/label/value prediction on point clouds & heightfields. |
| pca | Principal Component Analysis over point/volume attributes — feature compression, shape-space analysis, and the preprocessing front end to ml_regression. |
| ml_volume_upres | Learned volumetric super-resolution — sim coarse, upres detail (pyro/fluid content lane). modelfile is a confined .onnx; configured but NOT cooked here… |
| acquire_model | Download an ONNX model for the ML tools from the HuggingFace host allowlist into /models/, verified against a pinned sha256. |
| ml_example | Pair 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_example | Pull a single training example (by index) back out of an Examples stream (ml_extractexample) — inspect/preview one sample. |
| ml_attrib_generate | Synthesise randomised attribute values on a prototype (ml_attribgenerate) — data-augment a training set with controlled random inputs. |
| ml_pose_generate | Sample randomised skeleton poses from a Pose Prototype (ml_posegenerate) — the training-data generator for pose-space / ML deformers. |
| ml_pose_serialize | Flatten 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_partition | Split an Examples stream into parts no larger than max_part_size (ml_examplepartition) — batch a large training set into manageable chunks. |
| ml_deform | WIRE-ONLY: build the learned character deformer (ml_deform) — apply a TRAINED model to deform a skin, driven by a skeleton pose. |
| cop_constant | COP generator: a constant-value image layer (Constant). |
| cop_fractal_noise | COP generator: fractal noise (Fractal Noise) — the core procedural texture source. noise_type, distance metric, amplitude, element size, octaves, lacunarity… |
| cop_ramp | COP generator: a linear/radial gradient (Ramp). ramp_type, number of cycles, phase, and the outside-range method. |
| cop_remap | COP 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_invert | COP filter: invert a layer (Invert). method: complement (1-x), negate (-x), or reciprocal (1/x). |
| cop_equalize | COP filter: normalize contrast by stretching/shifting a layer's range (Equalize). mode, fit_method, luminance type, black/white points, target average. |
| cop_blend | COP filter: composite two layers (Blend). |
| cop_bright | COP filter: brightness/level adjust (Bright). brightness multiplies, shift adds. |
| cop_hsv | COP filter: hue/saturation/value adjust or RGB HSV convert (HSV Adjust). op, hue_shift, sat_scale, sat_shift, val_scale, val_shift. |
| cop_glow | COP filter: bloom/glow from bright areas (Glow). threshold, brightness gain, blur size, filter (box/gaussian), units (image/pixels). |
| cop_quantize | COP filter: posterize a layer into discrete steps (Quantize). method (width/segments), segments count or width, rounding. |
| cop_blur | COP filter: blur a layer (Blur). size (radius), filter (box/gaussian), units (image/pixels). |
| cop_sdf_shape | COP 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_blend | COP filter: combine two SDF layers (SDF Blend). |
| cop_sdf_to_mono | COP 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_rgb | COP filter: rasterize an SDF into a colour layer (SDF To RGB) — optional outline (width + inside/outside/center), antialiasing, iso offset. |
| cop_sdf_adjust | COP 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_sdf | COP 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_median | COP filter: median filter (Median) — removes salt-and-pepper noise / speckle while keeping edges. size = three or five pixels; mask mixes the result. |
| cop_streak_blur | COP filter: directional/motion blur along a line (Streak Blur). dir_type (angle/coord), angle, length, units, mode (on/min/max combine). |
| cop_kuwahara | COP filter: Kuwahara filter (Kuwahara Filter) — edge-preserving painterly smoothing. radius (region size, pixels), luminance type, blend, separation. |
| cop_compare | COP filter: compare a layer to a value or a second layer, output a 0/1 mask (Compare). |
| cop_edge_detect | COP filter: edge detection (Edge Detect). preblur softens before detection, normalize scales the output, low/high thresholds gate weak/strong edges; method +… |
| cop_sharpen | COP filter: sharpen (Sharpen) — amplifies detail via an unsharp mask. amplitude, gain, threshold, size, units (image/pixels). |
| cop_tile_pattern | COP generator: a brick/tile pattern (Tile Pattern) — stackbond, herringbone, basketweave, flemishbond, and more masonry layouts. pattern picks the layout; mode |
| cop_sequence_blend | COP filter: blend across a temporal sequence (Sequence Blend) — motion trail / frame average. blend = mix amount, invert flips. |
| cop_wipe | COP filter: transition/wipe between two layers (Wipe). |
| cop_chromatic_aberration | COP filter: lens chromatic aberration (Chromatic Aberration) — per-channel scale/rotate to fringe R/G/B. r_scale/g_scale/b_scale, overall_scale… |
| cop_convolve | COP filter: 3x3 convolution kernel (Convolve) — sharpen/emboss/edge/custom. |
| cop_distort | COP 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_derivative | COP filter: image gradient / slope (Derivative) — rate of change of the layer, for normals / edges / relief. angle, scale, offset, difference_mode… |
| cop_segment_connectivity | COP 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_value | COP filter: quantize a layer into labelled value bands (Segment By Value) — method (width or segments), width or segment count, min/max range. |
| cop_smooth_fill | COP filter: smoothly fill/extend regions (Smooth Fill) — diffuses source values into the fill_area (inpaint / extend boundaries). |
| cop_fill | COP filter: flood-fill a layer (Fill) — replace with a value/sample. source (value/sample/first/last), color (fill value), id. |
| cop_feather | COP filter: feather/soften mask edges (Feather) — direction (diamond/square/oct/circle), decay_mode (unitdist/decay), decay, unit_distance; outside feathers… |
| cop_light | COP filter: shade a layer with a normals layer (Light). |
| cop_bokeh | COP filter: bokeh / depth-of-field blur (Bokeh) — radius, gain (highlight boost), resolution, filter kernel, normalize. |
| cop_dilate_erode | COP filter: morphological dilate/erode (Dilate Erode) — positive radius grows bright areas, negative shrinks; soft_edge feathers; fill closes holes. |
| cop_channel_extract | COP filter: extract a single channel into a mono layer (Channel Extract). channel = index (0=R,1=G,2=B,3=A). |
| cop_channel_swap | COP filter: shuffle channels (Channel Swap) — set each output channel to any source channel or zero/one. |
| cop_mono_to_rgb | COP 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_rgba | COP filter: promote a layer to RGBA (Mono To RGBA) — alpha_mode extend (copy value) or value (constant alpha_value). |
| cop_premult | COP filter: premultiply / unpremultiply alpha (Premult). op = mult (premultiply) or divide (unpremultiply). |
| cop_crop | COP filter: crop a layer (Crop). crop_min/crop_max = the [x,y] corners (image units 0..1); mode (data/both/display), border handling. |
| cop_tonemap | COP filter: tone-map HDR to display range (Tonemap). operator = index 0..5 (Reinhard / Hable / ACES-style curves), exposure adjusts pre-gain. |
| cop_contrast | COP filter: contrast adjust (Contrast) — contrast strength around a center pivot. |
| cop_gamma | COP filter: gamma correction (Gamma) — gamma value, optional invert. |
| cop_transform | COP 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_correct | COP filter: tonal-range colour grade (Color Correct). |
| cop_checkerboard | COP generator: checkerboard test pattern (Checkerboard). rows/cols divisions, even/odd tile colours [r,g,b], translate/tile_size/bias ([x,y]). |
| cop_clamp | COP filter: clamp values to a lower/upper limit (Clamp). |
| cop_channel_join | COP combiner: merge separate mono layers into one RGB/RGBA layer (Channel Join). |
| cop_chroma_key | COP 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_histogram | COP filter: render a value histogram of the input as an image (Histogram). mode (colorbar/separatebar/graph), buckets, min/max range, outside… |
| cop_vignette | COP filter: darken/brighten toward the frame edge (Vignette). shape (round/rectangle/blend), brightness, circle_radius/circle_scale [x,y], blend amount… |
| cop_height_to_normal | COP 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_mirror | COP 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_average | COP 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_noise | COP generator: cellular/Worley (Voronoi) noise (Worley Noise) -- complements cop_fractal_noise. element_size (cell size), jitter, lattice (grid/hex), metric… |
| cop_julia | COP generator: Julia-set fractal (Julia). real/imag = the Julia constant; escape_radius + max_iter control the escape test; scale [x,y]. |
| cop_chladni | COP generator: Chladni / cymatic standing-wave nodal pattern (Chladni). output (lines/abs/sdf), threshold+width (nodal-line mode), amp/amp_ratio… |
| cop_bubble_noise | COP 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_noise | COP generator: faceted crystalline Worley-derived noise (Crystal Noise). amp/center/contrast, metric, jitter, element_size, secondary + metric2, flatten_faces, |
| cop_phasor_noise | COP generator: phasor/Gabor procedural wave-and-noise field (Phasor Noise). type (phasorwave/phasornoise/gabornoise/intensityfield), wave_type… |
| cop_height_to_ao | COP filter (terrain relief): ambient-occlusion bake from a mono height layer (Height to Ambient Occlusion). height_scale, view_radius (ray distance)… |
| cop_height_to_shadow | COP filter (terrain relief): cast-shadow map from a mono height layer + light profile (Height to Shadow). light_type (disk/sphere/directional), coord_mode… |
| cop_curvature | COP filter (terrain relief): surface curvature from a normal/height layer (Curvature). method (index 0/1), curvature_type… |
| cop_slope_dir | COP filter (terrain relief): slope-direction (aspect) field from a mono height layer (Slope Direction). angle (post-rotation), scale (height-scale adjust)… |
| cop_resample | COP filter: resize/resample a layer (Resample). size_control (res/aspect/pixel), base_size (parm/input), resolution [w,h], aspect [x,y] + aspect_preset… |
| cop_mono | COP 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_hextile | COP filter: hexagonal seamless texture tiling (Hex Tile). |
| cop_convert_normal | COP 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_normals | COP combiner: layer/blend two tangent-space normal maps (Combine Normals). |
| cop_edge_detect_normal | COP filter: ink/outline edges from a normal layer's angular discontinuities (Edge Detect Normal). tolerance, thickness_scale, weight_spread, blur… |
| cop_edge_detect_depth | COP filter: crease/occlusion edges from Z-depth steps (Edge Detect Depth). tolerance, thickness_scale, weight_spread, blur, min_probe_radius. |
| cop_edge_detect_contour | COP filter: silhouette/contour edges from value discontinuities (Edge Detect Contour). tolerance, thickness_scale, weight_spread, blur, min_probe_radius. |
| cop_swirl | COP filter: spiral + lens-bulge deformation (Swirl). |
| cop_pixelate | COP 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_defocus | COP filter: physically-parameterised camera defocus + bokeh (Defocus). |
| cop_flip | COP filter: mirror a layer (Flip). horizontal (xflip), vertical (yflip), diagonal (flop), mask. |
| cop_polar_to_uv | COP generator: convert polar (angle, length) coordinates to a UV layer (Polar to UV). angle_unit (rad/deg/tau), angle, length. |
| cop_random_mono | COP generator: random mono field (Random Mono). range_method (minmax/ramp/specific), min/max, per_pixel, seed, time. |
| cop_random_rgb | COP generator: random colour field (Random RGB). range_method (minmax/ramp/specific), color_model (rgb/hsv), base_color [r,g,b] (enables base colour)… |
| cop_triplanar | COP filter: world-space triplanar projection of a texture (Triplanar). |
| cop_triplanar_uv | COP filter: triplanar UV coordinates from a world-position + normal pass (Triplanar UV). |
| cop_triplanar_hextile | COP filter: triplanar projection with per-cell hex-tile randomization (Triplanar Hex Tile). |
| cop_uv_map | COP 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_map | COP 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_pin | COP filter: perspective corner-pin warp (Corner Pin). |
| cop_lens_distort | COP filter: radial + tangential lens distortion / undistortion (Lens Distort). k1..k6 = radial coefficients, p1/p2 = tangential, center [x,y], scale [x,y]… |
| cop_uv_to_polar | COP 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_3d | COP generator: world-space (3D-sampled) fractal noise (Fractal Noise 3D). noise_type (simplex/perlin/worleyA/worleyB/white/alligator), metric… |
| cop_worley_noise_3d | COP 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_3d | COP generator: world-space faceted crystalline Worley noise (Crystal Noise 3D). metric, amp/center/contrast, jitter, element_size, secondary + metric2… |
| cop_cloud_noise_3d | COP 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_2d | COP 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_xform | COP 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_2d | COP 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_transform | COP filter: convert layer values between coordinate spaces (Space Transform). vector_type (position/vector), src_space + dst_space… |
| cop_bend | COP filter: bend/warp a layer (Bend). |
| cop_id_to_mask | COP filter: build a 0/1 mask from selected IDs (ID to Mask). |
| cop_mono_to_sdf | COP filter: convert a mono layer to a signed-distance field about an iso threshold (Mono to SDF). invert, iso, iterations, tile_size. |
| cop_denoise_tvd | COP filter: total-variation diffusion denoise (Denoise TVD) -- pure math, NOT an AI model. iterations, speed, mask. |
| cop_fill_connected | COP 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_pixel | COP filter: detect/fix/flag illegal pixels (Illegal Pixel). method (fixblend/fixzero/highlight/isolate), detect (d_nan/d_inf/both/custom), rule… |
| cop_bound_rect | COP filter: bounding-rectangle mask around pixels passing a threshold (Bound Rect). side (less/greater), threshold, fg/bg, units (image/texture/pixel). |
| cop_hyperbolic_tile | COP generator: hyperbolic (Poincare-disk) regular-polygon tiling (Hyperbolic Tiling). iterations, polygon (sides), mapping (conformal/elliptic… |
| cop_convert_depth | COP filter: convert a layer between depth / distance / height encodings (Convert Depth). source + dest (depth/dist/height), zero_depth. |
| cop_zcomp | COP compositor: Z-depth composite two layers, nearest-surface wins (Z Composite). |
| cop_uv_map_by_id | COP filter: per-island UV map (or center/min/max/size) from an ID layer (UV Map by ID). |
| cop_project_on_layer | COP filter: reproject a source layer into a target layer's space (Project on Layer). |
| cop_contact_sheet | COP combiner: tile many input layers into a montage / contact sheet (Contact Sheet). |
| cop_copy_xform | COP filter: stamp N transformed copies of a shape (Copy Transform). |
| cop_lattice_deform | COP filter: warp a layer through a 4x4 lattice grid (Lattice Deform). |
| cop_surface_dither | COP filter: surface-stable halftone/dither pattern -> mask or SDF (Surface Dither). |
| cop_sample | COP filter: resample a texture through a UV map (Sample). |
| cop_prefix_sum | COP 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_statistics | COP filter: compute per-layer statistics (min/max/avg/...) as layer attributes (Statistics), readable by downstream nodes. |
| cop_layer_properties | COP 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_rgba | COP filter: join an RGB layer with an alpha layer -> RGBA (RGB to RGBA). |
| cop_rgba_to_rgb | COP filter: drop the alpha channel -> RGB (RGBA to RGB). unpremult (unpremultiply first). |
| cop_id_to_mono | COP filter: convert an ID layer to a mono float layer (ID to Mono). conversion (cast/safe/bitwise). |
| cop_mono_to_id | COP filter: convert a mono layer to an ID layer (Mono to ID). conversion (cast/safe/bitwise). |
| cop_id_to_rgb | COP filter: assign a random colour per ID (ID to RGB). seed. |
| cop_rgb_to_uv | COP filter: reinterpret an RGB layer as a UV (2-vector) layer (RGB to UV). |
| cop_uv_to_rgb | COP filter: reinterpret a UV layer as RGB (UV to RGB); optional mono layer -> input 1 supplies the blue channel. |
| cop_rgba_to_uv | COP filter: reinterpret an RGBA layer as a UV (2-vector) layer (RGBA to UV). |
| cop_uv_to_rgba | COP filter: join two 2-vector layers into RGBA (UV to RGBA). |
| cop_channel_split | COP filter: split a multi-channel layer into single-channel outputs (Channel Split) -- the inverse of cop_channel_join. |
| cop_layer_attrib_create | COP filter: add a layer-metadata attribute (Layer Attribute Create). attr_name, attr_type (string/float/int), value (typed accordingly). |
| cop_layer_attrib_delete | COP filter: delete layer-metadata attributes by name glob (Layer Attribute Delete). delete (glob to remove), keep (glob to preserve). |
| cop_dot | COP filter: per-pixel dot product of two vector layers -> mono (Dot). |
| cop_cross | COP filter: per-pixel cross product of two vec3 layers (Cross). |
| cop_pos_sample | COP filter: sample a texture at coordinates read from a position layer (Position Sample). |
| cop_statistics_by_id | COP filter: per-ID statistics computed as layer attributes (Statistics by ID). |
| cop_match_udim | COP filter: relocate an image onto a chosen UDIM tile (Match UDIM). udim (tile number, enables set_udim), invert, method (eye/data). |
| cop_autostereogram | COP filter: build a Magic-Eye autostereogram from a pattern + depth image (Autostereogram). |
| cop_uv_xform | COP filter: translate/rotate/scale a UV layer (UV Transform). translate [x,y], rotate, scale_xy [x,y] + uniform scale, pivot [x,y], seed. |
| cop_layer | COP 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_distort | COP filter: heat-haze distortion from internal noise (Heat Distort). global_scale, scale, element_size, detail_scale, roughness, cutoff, angle… |
| cop_heat_distort_by_layer | COP filter: heat-haze distortion driven by a noise layer (Heat Distort by Layer). |
| cop_heightfield_visualize | COP filter: scale/offset an incoming heightfield layer for visualization (Heightfield Visualize). height_scale, height_offset. |
| cop_sop_import | COP generator: bridge an in-scene SOP into the copnet (SOP Import). |
| cop_rasterize_geo | COP: rasterize geometry attributes into an image layer (Rasterize Geometry). |
| cop_rasterize_setup | COP: configure the rasterize camera / space that precedes Rasterize Geometry (Rasterize Setup). |
| cop_rasterize_curves | COP: rasterize curve geometry as strokes into a layer (Rasterize Curves). |
| cop_layer_to_geo | COP: convert a COP layer back into SOP geometry (Layer to Geometry) -- a volume/VDB primitive. |
| cop_layer_to_points | COP: emit SOP points from a COP layer (Layer to Points). |
| cop_layer_from_curves | COP: colored/profiled strokes from curve geometry into a layer (Layer from Curves). |
| cop_mask_from_curves | COP: mask or SDF from curve geometry (Mask from Curves). |
| cop_geo_to_layer | COP: read a named primitive/VDB from geometry into a typed layer (Geometry to Layer). |
| cop_vdb_posmap | COP: VDB voxel position map (VDB Pos Map). |
| cop_layer_from_vdb | COP: convert a FloatVDB layer into a sampled COP layer (Layer from VDB). |
| cop_vdb_from_layer | COP: convert a COP layer into a VDB, sized to a reference VDB (VDB from Layer). |
| cop_rasterize_volume | COP: raymarch a density VDB layer into an image (Rasterize Volume). |
| cop_integrate_volume | COP: ray-integrate a volume layer to mono (Integrate Volume) -- depth / thickness. |
| cop_pyro_configure | COP pyro: define the sim's voxel grid (Pyro Configure). |
| cop_pyro_source_from_layer | COP pyro: emit into a field from a source layer (Pyro Source from Layer). |
| cop_pyro_source_from_points | COP pyro: emit into a field from a points source (Pyro Source from Points). |
| cop_pyro_advect | COP pyro: advect a field by a velocity VectorVDB (Pyro Advect). |
| cop_pyro_buoyancy | COP pyro: add temperature-driven buoyancy force to velocity (Pyro Buoyancy). |
| cop_pyro_dissipate | COP pyro: dissipate a field over time (Pyro Dissipate). |
| cop_pyro_disturbance | COP pyro: add disturbance detail to velocity (Pyro Disturbance). |
| cop_pyro_turbulence | COP pyro: add turbulence / curl-noise detail to velocity (Pyro Turbulence). |
| cop_pyro_uniform_force | COP pyro: apply a uniform directional force / drag to velocity (Pyro Uniform Force). |
| cop_pyro_activate | COP pyro: grow / activate the sim's active voxel region (Pyro Activate). |
| cop_pyro_advect_by_map | COP pyro: advect a field by a precomputed forward/reverse advection map (Pyro Advect by Map). |
| cop_pyro_build_advection_map | COP pyro: build a forward/reverse advection map from a velocity field (Pyro Build Advection Map). |
| cop_pyro_axis_force | COP pyro: vortex / axis / orbit force around an axis (Pyro Axis Force). |
| cop_pyro_light_ambient | COP pyro: ambient / environment light contribution into a density field (Pyro Light Ambient). |
| cop_pyro_light_from_points | COP pyro: point / directional light scattering into a density field (Pyro Light from Points). |
| cop_pyro_light_scatter | COP pyro: multiple-scatter light through density + emission (Pyro Light Scatter). |
| cop_pyro_project_electrostatic | COP pyro: make a velocity field non-divergent via electrostatic projection (Pyro Project Non Divergent Electrostatic). |
| cop_pyro_packed_mipmap | COP 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_begin | COP pyro: start of the pyro feedback-block loop (Pyro Block Begin) -- seeds the per-iteration field state. |
| cop_pyro_block_end | COP pyro: end of the pyro feedback-block loop (Pyro Block End) -- closes the loop and holds the loop controls. |
| cop_pyro_solver | COP 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_leafpoints | COP: emit points at VDB leaf/voxel centers (VDB Leaf Points). |
| cop_layer_to_vdb_leafpoints | COP: VDB-leaf sample points from a layer (Layer to VDB Leaf Points). |
| cop_vdb_activate_from_points | COP: activate VDB voxel regions from point positions (VDB Activate from Points). |
| cop_vdb_reshape | COP: conform a VDB to a reference VDB's transform/topology frame (VDB Reshape). |
| cop_stamp_point | COP: stamp a layer at point positions (Stamp Point). |
| cop_curve_scatter | COP: scatter stamps along curves (Curve Scatter). |
| cop_shape_scatter | COP: scatter stamps across an image grid (Shape Scatter) -- no geometry needed. |
| cop_rasterize_layer | COP: re-rasterize / reproject an existing layer (Rasterize Layer). |
| cop_vdb_visualize | COP: shade a density VDB into an image (VDB Visualize). |
| cop_vdb_visualize_slice | COP: slice-plane VDB visualization (VDB Visualize Slice). |
| cop_vdb_visualize_tree | COP: VDB tree/topology visualization (VDB Visualize Tree). |
| cop_vdb_visualize_velocity | COP: VDB velocity-field visualization (VDB Visualize Velocity). |
| cop_raytrace | COP: raytrace geometry to AO / curvature / thickness / cavity / edge maps (Raytrace). |
| cop_bake_geometry_textures | COP: bake normal/AO/curvature/position/thickness/height maps from geometry (Bake Geometry Textures). |
| cop_file | COP generator: read an image from disk (File). |
| cop_rop_image | COP output driver: write the incoming COP stream to an image on disk (ROP Image Output). |
| cop_font | COP: render text as an image (Font). |
| cop_onnx | COP: run ONNX model inference over an image (ONNX Inference). |
| cop_slapcomp_import | COP: pull the in-memory slap-comp render buffer (Slap Comp Import). |
| cop_cache | COP: an in-memory per-frame cache of the incoming layer (Cache). |
| cop_fetch | COP generator: fetch another COP node's output by path (Fetch). |
| cop_camera_import | COP generator: import a scene camera's parameters (Camera Import). |
| cop_ocio_transform | COP: apply an OpenColorIO color-space transform (OCIO Transform). |
| cop_live_video | COP generator: capture frames from a live video/webcam device (Live Video). |
| cop_denoise_ai | COP: AI-denoise the incoming layer (Denoise AI). |
| cop_cryptomatte | COP filter: extract a single coverage matte from a cryptomatte layer (Cryptomatte). |
| cop_cryptomatte_decode | COP filter: decode a packed cryptomatte layer into id/coverage rank pairs (Cryptomatte Decode). |
| cop_cryptomatte_encode | COP filter: encode id/coverage rank pairs into one packed cryptomatte layer (Cryptomatte Encode). |
| cop_grunge_aurora | COP generator: aurora/streaked-veil weathering pattern (Grunge Aurora). |
| cop_grunge_birchbark | COP generator: birch-bark material pattern (Grunge Birch Bark). |
| cop_grunge_layered_noise | COP generator: 4-layer composite noise (Grunge Layered Noise) -- base noise + base cells + secondary noise + secondary cells. |
| cop_grunge_pinebark | COP generator: pine-bark material pattern (Grunge Pine Bark). |
| cop_grunge_rust | COP generator: rust/corrosion pattern (Grunge Rust). |
| cop_cable_merge | COP: combine two Copernicus cables (Cable Merge) -- input = input_cable (input 0), reference = the second cable (input 1). operation… |
| cop_cable_split | COP: partition a Copernicus cable's wires into two cables (Cable Split). |
| cop_cable_pack | COP: assemble named wires into one Copernicus cable (Cable Pack). |
| cop_cable_unpack | COP: extract named wires out of a Copernicus cable (Cable Unpack). |
| cop_cable_filter | COP: drop empty wires from a Copernicus cable (Cable Filter). |
| cop_cable_sort | COP: alphabetically sort a cable's wires by name (Cable Sort). |
| cop_cable_switch | COP: select one of two cables (Cable Switch). |
| cop_cable_rename | COP: rename a cable's wires by pattern replacement (Cable Rename). |
| sbs_archive | SideFX Labs SBS Archive — a Cop2 GENERATOR that reads a Substance .sbsar archive and outputs its rendered texture into the shared /obj/cops2 cop2net. |
| blackbody_texture | SideFX Labs Blackbody (labs::blackbody_cop) — a Cop2 generator mapping temperature (Kelvin) to emitted blackbody color across the image, from temperature_low… |
| attribute_to_texture | SideFX Labs Attribute Import (labs::attribute_import) — a Cop2 generator that rasterizes a geometry point/vertex ATTRIBUTE into a texture over the geometry's… |
| grid_texture | SideFX 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_color | SideFX Labs Normal Color (labs::normal_color) — a Cop2 generator emitting a flat tangent-space normal-map color field (the default 'up' normal, RGB… |
| normal_map | SideFX Labs Normal Map (labs::normal_map) — a Cop2 FILTER converting an input height/grayscale image (input 0) into a tangent-space normal map. |
| normal_combine | SideFX 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_invert | SideFX Labs Normal Invert (labs::normal_invert) — a Cop2 FILTER that inverts selected axes of a tangent-space normal map (input 0). |
| normal_levels | SideFX Labs Normal Levels (labs::normal_levels) — a Cop2 FILTER applying a levels/gamma remap to a normal map (input 0). |
| normal_rotate | SideFX 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_normalize | SideFX 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_normalize | SideFX Labs Vector Normalize (labs::vector_normalize) — a Cop2 FILTER that rescales an input vector image (input 0) into a normalized range: enable turns it… |
| demosaic | SideFX 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_layer | Multi-branch USD / Solaris stage assembly & layer composition (LOP). op=merge combines several LOP branches into one stage (inputs wired input0..N… |
| usd_configure | Author USD prim / asset metadata (LOP configureprimitive) or select a variant -- pure metadata, no shader/VEX. op=configure sets, on the prims matching… |
| sop_import | Bring a SOP network's geometry onto the USD stage -- the SOP->Solaris bridge. |
| usd_import | Compose a USD file onto the stage as a reference / payload / sublayer. |
| usd_light | Add/shape a USD/Karma light on the stage (light::2.0 or domelight::3.0). |
| usd_camera | Add/shape a camera prim on the USD stage (camera LOP). |
| karma_render_settings | WIRE-ONLY: build the Karma render graph in LOP (render-settings prim + usdrender ROP). |
| render_geo_settings | Author 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_box | Add 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_sky | Build a physically-based Karma sky + sun on the stage (karmaphysicalsky) -- the terrain/globe sun-study primitive. |
| light_link | Restrict which geometry a light (de)illuminates via a lightlinker LOP -- data-only prim-pattern strings, no expressions. |
| assign_usd_material | WIRE-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_create | Create 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_add | Add ONE MaterialX node to a material graph (library from material_graph_create). node_type = a whitelisted mtlx type: mtlxstandard_surface (PBR shader… |
| shader_connect | Wire 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_param | Set 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_assign | Bind a built material graph to geometry on the USD stage (materiallibrary + assignmaterial). shader = the TERMINAL node (mtlxstandard_surface, or a… |
| material_ramp_on_attribute | HERO one-call recipe: drive a COLOR shader channel from a RAMP on a GEOMETRY ATTRIBUTE — the terrain height->color idiom. |
| material_noise_channel | One-call recipe: drive a SCALAR shader channel from procedural NOISE. |
| usd_prim_cube | Create a USD Cube prim on the stage (cube LOP): size + transform. |
| usd_prim_cone | Create a USD Cone prim on the stage (cone LOP): axis, height, radius, transform. |
| usd_prim_cylinder | Create a USD Cylinder prim on the stage (cylinder::2.0 LOP): axis, height, radii. |
| usd_prim_sphere | Create a USD Sphere prim on the stage (sphere LOP): radius + transform. |
| usd_prim_capsule | Create a USD Capsule prim on the stage (capsule::2.0 LOP): axis, height, radii. |
| usd_prim_mesh | Create an empty USD Mesh prim + subdivision metadata (mesh LOP). |
| usd_prim_points | Create a USD Points prim on the stage (points LOP): transform. |
| usd_prim_basiscurves | Create a USD BasisCurves prim on the stage (basiscurves LOP): type, basis, wrap. |
| usd_prim_hermitecurves | Create a USD HermiteCurves prim on the stage (hermitecurves LOP): transform. |
| usd_prim_primitive | Create a single generic USD prim of any schema type (primitive LOP). |
| usd_instancer | Build a USD PointInstancer / reference-based instances on the stage (instancer LOP). |
| usd_component_geometry | Create a componentgeometry container driven by its internal SOP subnet (no file params). |
| usd_component_geometry_variants | Pack several input stages into a variant set on a component (componentgeometryvariants LOP). |
| usd_component_material | Bind materials to a component and optionally build a material variant set (componentmaterial LOP). |
| usd_layout | Scatter/place instances of a prototype prim on the stage (layout LOP). |
| usd_scene_import | Import /obj scene objects (geo/lights/cameras) onto the stage (sceneimport::2.0 LOP). |
| usd_graft_stages | Graft another stage's subtree under a destination prim (graftstages LOP). |
| usd_graft_branches | Graft branches of a source stage onto destination prims, keeping position/material (graftbranches LOP). |
| usd_restructure_scenegraph | Reparent/rename prims and strip composition arcs (restructurescenegraph LOP). |
| usd_split_scene | Split the stage into a selected branch and the remainder (splitscene LOP). |
| usd_isolate_scene | Isolate part of the stage for faster iteration (isolatescene LOP). |
| usd_scope | Create a Scope (grouping) prim, optionally reparenting matched prims under it (scope LOP). |
| usd_collection | Author a USD collection (named set of prims) on the stage (collection::2.0 LOP; icon param excluded). |
| usd_prune | Deactivate or hide prims on the stage (prune LOP). |
| usd_split_primitive | Split composed prims into separately-editable prims (splitprimitive LOP). |
| usd_xform | Author a transform (xformOp) on matched prims (xform LOP). |
| usd_create_xform | Create a new Xform prim with a transform (createxform LOP). |
| usd_point_xform | Transform prims by point attributes from a SOP (pointxform LOP). |
| usd_transform_uv | Transform UV/texture coordinates on matched prims (transformuv LOP; map file param excluded). |
| usd_resample_transforms | Resample animated transform time-samples at a fixed interval (resampletransforms LOP). |
| usd_duplicate | Duplicate matched prims N times with a cumulative transform per copy (duplicate LOP). |
| usd_retime_instances | Per-instance time offsets / retiming of a PointInstancer (retimeinstances LOP). |
| usd_extract_instances | Extract PointInstancer instances into real prims (extractinstances LOP). |
| usd_merge_point_instancers | Merge several PointInstancers into one (mergepointinstancers LOP). |
| usd_split_point_instancers | Split a PointInstancer into subsets by prototype/attribute (splitpointinstancers LOP). |
| usd_modify_point_instances | Edit individual instances of a PointInstancer — per-instance transform (modifypointinstances LOP). |
| usd_coordsys | Bind a named coordinate system (coordsys) prim for texture/projection spaces (coordsys LOP). |
| usd_edit_material | Open a USD material for editing / basing a new material on it (editmaterial LOP). |
| usd_edit_material_properties | Author/edit properties on a material prim (editmaterialproperties LOP). |
| usd_material_variation | Vary a bound material's shader parameters across prims (materialvariation LOP). |
| usd_unassign_material | Remove material bindings from matched prims (unassignmaterial LOP). |
| usd_vary_material_assignment | Randomly/spatially vary which material is bound across prims (varymaterialassignment LOP). |
| usd_light_distant | Create a UsdLux DistantLight (sun) on the stage (distantlight::2.0 LOP). |
| usd_light_portal | Create a UsdLux PortalLight (dome-light portal) on the stage (portallight LOP). |
| usd_light_geometry | Turn matched geometry into an emissive area light (geometrylight LOP). |
| usd_light_mixer | Group and transform lights via light collections for look-dev (lightmixer LOP). |
| usd_shadow_catcher | Turn matched prims into shadow-catcher surfaces for compositing (shadowcatcher LOP). |
| usd_light_filter_library | Author a library of light-filter prims and assign them to lights (lightfilterlibrary LOP). |
| usd_add_variant | Pack input stages into a variant set on a prim (addvariant LOP). |
| usd_explore_variants | Lay out every variant of a variant set side-by-side (explorevariants::2.0 LOP). |
| usd_create_lod | Build polyreduced level-of-detail variants of a prim (createlod LOP). |
| usd_auto_select_lod | Auto-select an LOD variant by camera distance (autoselectlod LOP). |
| usd_draw_mode | Set USD imaging draw mode (bounds/cards/origin proxy) on matched prims (drawmode LOP). |
| usd_configure_property | Configure metadata on matched USD properties (configureproperty LOP). |
| usd_configure_stage | Configure stage-level population/load/mute rules (configurestage LOP). |
| usd_edit_properties | Create/edit prims and their properties in bulk (editproperties LOP). |
| usd_store_parameter_values | Store named parameter values as stage data for reuse (storeparametervalues LOP). |
| usd_set_extents | Author/recompute the extent (bbox) hint on matched prims (setextents LOP). |
| usd_edit_xform | Transform-edit matched prims (edit LOP). |
| usd_layer_break | Insert a layer break so downstream edits go onto a fresh layer (layerbreak LOP). |
| usd_set_variant | Select which variant of a variant set is active on matched prims (setvariant LOP). |
| usd_copy_property | Copy a property/attribute from source prims to destination prims (copyproperty LOP). |
| usd_shot_split | Split stage edits into per-shot layers for editorial hand-off (shotsplit LOP). |
| usd_shot_switch | Switch between candidate input stages by index for shot assembly (shotswitch LOP). |
| shot_load | Load shot layers onto the /stage from the shot pipeline (shotload LOP) — the editorial entry point that populates a stage from configured shots. |
| shot_output | WIRE-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_edit | Route stage edits into a specific shot layer (shotlayeredit LOP) — the editorial layer targeter. |
| usd_value_clip | Author 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_sequence | Import 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_sequence | Load / 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_constraint | Author a USD Blend constraint — blend a prim's transform between source + target prims (blendconstraint LOP). |
| usd_followpath_constraint | Author a USD Follow-Path constraint — slide a prim along a curve (followpathconstraint LOP). |
| usd_lookat_constraint | Author a USD Look-At constraint — aim a prim at a target (lookatconstraint LOP). |
| usd_parent_constraint | Author a USD Parent constraint — parent a prim's transform to a target (parentconstraint LOP). |
| usd_points_constraint | Author a USD Points constraint — constrain a prim to weighted points of a target (pointsconstraint LOP). |
| usd_surface_constraint | Author a USD Surface constraint — pin a prim to a UV location on a target surface (surfaceconstraint LOP). |
| build_globe | Build 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_light | Add a light spanning the full hlight Type palette plus dome. |
| add_camera | Create 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_aim | Point an existing camera at a target -- data-only (no look-at expression/constraint). |
| camera_path | Animate an OBJ camera along a curve SOP -- data-only (computed literal keyframes, NO Follow-Path constraint / $F expression). |
| setup_karma | WIRE-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_prorender | WIRE-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_material | SideFX Labs Substance Material — assigns a Substance material to the input geometry (input 0). |
| quickmaterial | SideFX Labs Quick Material — assigns ONE material (Principled / MatCap / Labs PBR) to the input geometry (input), optionally to a primitive group, driven by… |
| set_view_camera | Control the Scene Viewer viewport: look through a camera (bind the viewport to it) and/or switch to a standard orthographic/perspective view… |
| flightcam | Keyframed flight camera driven by a poses .json, with the source cloud loaded as context. |
| assign_material | Assign 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_texture | WIRE-ONLY: build the texture-bake graph (Bake Texture 3.0) with a confined output; does not execute. |
| three_point_light | Create a Three Point Light rig OBJ (three_point_light) — one node bundling key / fill / rim / bounce lights aimed at a shared target. |
| indirect_light | Create an Indirect (global-illumination bounce) Light OBJ (indirectlight). dimmer scales the indirect contribution. |
| ambient_light | Create an Ambient Light OBJ (ambient) — a flat, uniform fill added to the whole scene. |
| environment_fog | Create an Environment Fog OBJ (fog) — a scene-filling atmospheric volume container. t/r/s/scale size and place the fog box. |
| reference_image | Create a Reference Image OBJ (refimage) — a flat image plane for modelling reference / matching. image_file is realpath READ-confined to the working directory. |
| stereo_camera | Create a Stereo Camera OBJ (stereocam) — a container grouping a left + right camera. |
| stereo_camera_rig | Create a Stereo Camera Rig OBJ (stereocamrig) — a full parametric stereo rig with interaxial / zero-parallax controls and camera intrinsics. |
| vr_camera | Create a VR Camera OBJ (vrcam) — a stereo panoramic camera for VR renders (sphere/cylinder = equirectangular / cylindrical panoramas). |
| scene_info | Report the current Houdini scene: hip file, frame, version, and /obj contents. |
| read_network | Read 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_frame | Set the current timeline frame / playhead — jump to a point in time so subsequent cooks, snapshots, exports, or simulation reads evaluate at that frame. |
| set_display | Set the display and/or render flag on a SOP or OBJ node — clean control over what's shown/rendered. |
| delete_node | Delete a node (SOP or OBJ) from the scene. |
| clear_scene | Start 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_scene | Save / 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_node | Select a node (clearing any prior selection) and make it the current node. |
| frame_selected | Frame 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_nodes | Auto-arrange a network's children so freshly added nodes don't stack — the Shift+L equivalent. |
| find_error_nodes | Read-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… |
| batch | Run up to 64 tool ops in ONE call to cut per-call latency (e.g. build a node chain in a single round-trip). |
| capabilities | Start here — getting started, how to use this server, an overview of what it can do, orientation and first steps for a new agent. |
| node_reference | Query 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_reference | Query the authoritative offline Houdini 21.0.671 VEX reference: 1073 builtin functions (verbatim signatures, summaries, help groups) plus a curated wrangle… |
| recipe_reference | Canonical, 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_display | Toggle Scene Viewer display/analysis overlays (point markers, point/prim/vertex normals, point/prim numbers, point positions, point trails) so a… |
| read_geo_stats | Read back structured geometry statistics of a node — point/primitive/vertex counts, bounding box (min/max/size/center), and the full list of… |
| isolate | Crop 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_merge | Reference / 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_organize | Organize / 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… |
| matchsize | Fit / 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_assemble | One-call staged multi-piece scene assembly / composition macro (the venue-portfolio primitive): build a whole navigable assembled scene from many source… |
| list_node_types | Discover / 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_node | Force 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… |
| mem | Report process working set + system RAM + Houdini memory + GPU VRAM (whole-card total/used/avail — the freeze-ceiling signal) for self-monitoring and… |
| viewport_snap | Set / configure Scene Viewer SNAPPING — snap-to-grid, snap to points / prims / geometry / templates / other objects / guides / drawables. |
| view_message | Show / 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_view | Home / reset / recenter / frame-all the current viewport to the default view DIRECTION for a target (all \ |
| save_view_to_camera | Bake / 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_plane | Show / hide / resize the Scene Viewer construction-plane GRID — visibility, cell size, cell count, cells-per-ruler-line. |
| ui_reference | Read-only control-surface discoverability / help (sibling of node_reference/vex_reference): DISCOVER the control-surface tools + confirmed enum tokens, and —… |
| switch_desktop | Switch / activate a DESKTOP (workspace / saved pane layout — Build, Animate, Solaris, …) by name. |
| pane_focus_node | Jump / navigate / point a path-based pane (parm \ |
| pane_pin | Pin / 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_tab | Open / create / close / switch / clone / retype pane TABS by type (data-only) — add a Network Editor / Parameters / Spreadsheet / Details tab, close one, or… |
| pane_layout | Split / maximize / restore / arrange the PANE layout of the current desktop (reversible session-UI) — split a pane horizontally or vertically, maximize it… |
| network_navigate | Navigate / 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_reference | Read-only default-hotkey / keyboard-shortcut map reader from hou.hotkeys (sibling of vex_reference/node_reference) — look up / find keyboard shortcuts: context |
| set_node_flags | Set / toggle NODE FLAGS on one node — display, render, template, bypass, lock, soft-lock, highlight, debug, visible, xray, display-comment, descriptive-name… |
| node_organize | Organize / tidy / arrange / label / color-code ONE node in the network — set its color, node SHAPE, comment (display-only text), name (rename), and network… |
| viewport_appearance | Set GeometryViewport display / inspection / shading settings so geometry is VISIBLE for the visual-acceptance / screenshot loop — shading/display mode… |
| viewport_layout | Set the Scene Viewer's viewport LAYOUT — how the pane splits into viewports (single \ |
| enter_state | Enter / activate one of the five FIXED built-in Scene Viewer tool states by name (data-only by construction) — view (look-around) \ |
| viewport_optimize | Speed up a slow / laggy / heavy Scene Viewer by applying display-only performance levers — lower volume quality, cap scene polygon display, enable… |
| rivet | Create 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). |
| sticky | Create a Sticky OBJ (sticky) — a transform pinned to a UV coordinate on a surface, so it slides with the surface as it deforms. |
| blend_sticky | Create 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_parm | Set / 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_parm | Read / get / inspect one node parameter value (read-only, data-only): returns the evaluated value, the raw / unexpanded value, the parm type, whether it… |
| set_keyframe | Set / add one keyframe to animate a numeric parm at a frame with a LITERAL numeric value + an optional allowlisted interpolation (constant / linear / bezier… |
| delete_keyframes | Remove / clear / delete keyframes on a parm so it returns to a static literal value (un-animate). |
| list_keyframes | Read-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_geometry | Cook a SOP and write it to a SINGLE geometry file (the /out geometry ROP; executes the write). |
| batch_export | Split 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_pointcloud | Export a point cloud / geometry to PLY inside the working directory — the exit for clouds imported via import_pointcloud/las_import. |
| export_alembic | Export a SOP to an Alembic .abc (the /out alembic ROP; executes the write) — the standard interchange for animated/deforming geometry into… |
| capture_ui | Screenshot / see / read the LIVE Houdini interface, ISOLATED to a single pane on request. |
| snapshot | See/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). |
| niagara | SideFX Labs Niagara — WIRE-ONLY exporter SOP that packages the incoming particles/points (input, input 0) for Unreal's Niagara system. |
| pcg_export | SideFX Labs PCG Export — WIRE-ONLY exporter SOP that packages the incoming instance points (input, input 0) for Unreal's PCG framework. |
| unreal_groom_export | SideFX Labs Unreal Groom Export — package a Houdini groom for Unreal's groom system and write it as Alembic. |
| unreal_spline | SideFX Labs Unreal Spline — package the incoming curve (input, input 0) as an Unreal spline; the cooked SOP output passes the curve through (optionally… |
| vector_field | SideFX Labs Vector Field — resample an incoming velocity field (input, input 0 — velocity volumes or points carrying a velocity attribute) into a uniform… |
| niagara_rop | SideFX 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_fbx | SideFX 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_textures | SideFX Labs Vertex Animation Textures — the flagship VAT exporter: bakes an animated SOP (referenced by soppath) into position/rotation/color textures + a base |
| xyz_pointcloud_exporter | SideFX 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_sheets | SideFX Labs Texture Sheets — WIRE-ONLY texture-sheet / flipbook renderer (Mantra ROP). |
| goz_export | SideFX Labs GoZ Export — WIRE-ONLY exporter that hands geometry to ZBrush via the GoZ bridge. |
| filecache | SideFX Labs File Cache — WIRE-ONLY geometry cache. |
| static_fracture_export | SideFX Labs Static Fracture Export — WIRE-ONLY exporter for the pieces of a fractured object (input). |
| simple_baker | SideFX Labs Simple Baker — WIRE-ONLY map baker. |
| unreal_pivotpainter | SideFX Labs Unreal Pivot Painter — WIRE-ONLY exporter that bakes pivot / hierarchy textures for UE4/5 wind animation. |
| zibravdb_filecache | SideFX Labs ZibraVDB File Cache — WIRE-ONLY compressed-VDB cache. |
| rop_zibravdb_compress | SideFX Labs ROP ZibraVDB Compress — WIRE-ONLY compressed-VDB ROP. |
| games_baker | SideFX Labs Games Baker — a /out Driver that bakes texture maps (basecolor / normal / AO / roughness / metallic / curvature / thickness / position / …) from… |
| csv_exporter | SideFX 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_exporter | SideFX Labs JSON Exporter — a /out Driver that writes a SOP's attributes (referenced by export_node) to a JSON file. |
| export_usd | Write a USD stage from a LOP network to a confined output path (the /out usd ROP; executes the write). |
| export_fbx | Write 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_gltf | Write 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_cache | Write a versioned geometry cache — a per-frame .bgeo.sc sequence — over a frame range (the /out geometry ROP; executes the write). |
| flipbook | Render 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_package | WIRE-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_hda | Package an existing SOP subnet into a reusable, path-confined Houdini Digital Asset — the 'make this network a reusable tool' op. |
| usd_export_sop | Write 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_stitch | WIRE-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_clips | WIRE-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_zip | WIRE-ONLY: build a USD Zip ROP (/out usdzip) that packages input USD layers into a .usdz archive — configured but NEVER executed. |
| render_mantra | Mantra CPU image render ROP (ifd, out/) — WIRE-ONLY: builds + wires the Mantra render in /out; YOU fire it. |
| render_karma_rop | Karma image render ROP in Driver context (karma, out/) — WIRE-ONLY: builds + wires the Karma render in /out; YOU fire it. |
| render_usd | USD/Husk render ROP in Driver context (usdrender, out/) — WIRE-ONLY: builds + wires the Husk render in /out; YOU fire it. |
| render_comp | Composite/COP-network image write ROP (comp, out/) — WIRE-ONLY: builds + wires the composite write in /out; YOU fire it. |
| render_image | COP image render ROP (image, out/) — WIRE-ONLY: builds + wires the COP image write in /out; YOU fire it. |
| export_ifd_archive | Mantra IFD scene-archive export ROP (ifdarchive, out/) — WIRE-ONLY: builds + wires the archive export in /out; YOU fire it. |
| render_settings_usd | USD RenderSettings prim (Solaris rendersettings LOP) — WIRE-ONLY: builds + wires the top-level render config (resolution, samples, camera) a downstream… |
| render_product | USD RenderProduct prim (Solaris renderproduct LOP) — WIRE-ONLY: names the OUTPUT IMAGE (path, type, framing) a renderer will write; you fire the render. |
| render_var | USD 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_additional | Additional RenderVars (Solaris additionalrendervars LOP) — WIRE-ONLY: appends one extra AOV / RenderVar row to the stage's render output set. |
| karma_render_properties | Karma Render Properties (Solaris karmarenderproperties LOP) — WIRE-ONLY: builds + wires a combined Karma render-settings + product config on the stage; you… |
| karma_render_products | Karma Render Products bundle (Solaris karmarenderproducts[::2.0] LOP) — WIRE-ONLY: builds + wires a set of Karma output products (beauty + AOVs) on the… |
| karma_render_vars | Karma Standard RenderVars (Solaris karmastandardrendervars[::2.0] LOP) — WIRE-ONLY: builds + wires the standard Karma AOV set (beauty, diffuse/glossy/volume… |
| karma_cryptomatte | Karma Cryptomatte AOV setup (Solaris karmacryptomatte LOP) — WIRE-ONLY: builds + wires cryptomatte ID matte outputs on the stage; you fire the render. |
| husk_image_metadata | Husk Image Metadata (Solaris huskimagemetadata LOP) — WIRE-ONLY: builds + wires metadata (which prims' attributes to embed) into the rendered output image; you |
| rop_geometryraw | ROP 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 |
| dopio | DOP 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_output | Heightfield Output (heightfield_output, SOP-context) — WIRE-ONLY: builds + wires a heightfield/terrain heightmap export ROP after input; you fire the write. |
| export_channel | CHOP 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_mdd | MDD 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_merge | Deep-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_brickmap | Brick-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_rop | Bake 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_raw | Raw 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_raw | ML 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_output | ML 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_sop | ROP 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_synthetics | Labs 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_v11 | Labs 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_texture | Karma 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_texture | Labs Impostor Texture (labs::impostor_texture, out/Driver) — WIRE-ONLY: builds + wires the octahedral impostor atlas baker in /out; you fire the bake.… |
| bake_motion_vectors | Labs 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_textures | Labs 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_texture | Hair 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_i3d | Geometry 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_i3d | 3D Texture Generator (image3d, out/Driver) — WIRE-ONLY: builds + wires the i3d 3D-texture generator in /out; you fire it. soppath/shoppath are scene node… |
{
"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.
| Variable | Description | Required |
|---|---|---|
| HMCP_GW_HEADLESS | Declared in the maintainer’s client configuration. | Check documentation |
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