Houdini 中文帮助文档
houdini 更新
基础知识
工具架
- Terrain FX
- Terrain:Hills
- Create tab - 创建
- Terrain:Mountain
- Modify tab - 修改
- Terrain:Valley
- Terrain:Moonscape
- Terrain:Islands
- Terrain:Canyon
- Terrain:Dunes
- 不同海洋工具之间的差异
- 工具架
- Small Ocean
- Large Ocean
- Guided Ocean Layer
网络和参数
使用帮助文档
材质模块
- RSL ri_glassbal
- RSL ri_lightlight
- RSL ri_matte
- RSL ri_metal
- RSL ri_paintplastic
- RSL ri_plastic
- RSL ri_pointnofallofflight
- RSL ri_rmarble
- RSL ri_rsmetal
- RSL ri_runprogram
- RSL ri_shadowdistantlight
- RSL ri_shadowpointlight
- RSL ri_shadowspotlight
- RSL ri_shinymetal
- RSL ri_sinknurl
- RSL ri_spatter
- RSL ri_spotlight
- RSL ri_stippled
- RSL ri_stone
- RSL ri_threads
- VOP RSL Imager
- VOP RSL Light
- Material shader builder
- Shader class builder
- Struct builder
- VOP RSL Surface
- VOP RSL Volume
- Select
- Subnetwork
- Output Shaders
- Switch
- VEX Brushed Aluminum
- VEX Ambient
- ASAD Lens
- VEX ASAD Light
- VEX Attenuated Light
- VEX Attenuated Spotlight
- VEX Blur Shadow
- VEX Burlap
- VEX Cartoon
- VEX Choppy Water
- VEX Clay
- VEX Collada Shader
- VEX Constant
- VEX Corrugated
- VEX Decal
- VEX Fractal Dent
- VEX Distant Light
- VEX Displace Map
- VEX Z-Map Fog
- VEX FBX Shader
- VEX Fluffy Cloud
- VEX 3D Texture Cloud
- VEX Global Illumination
- VEX Gingham Checks
- VEX Glass
- VEX Hair
- VEX Krinkle
- VEX Lit Fog
- VEX Meta Cloud
- VEX Metal
- VEX OpenGL Material
- VEX Path Tracer
- VEX Photon Tracer
- VEX Plastic
- VEX Point Light
- VEX Polka Dots
- VEX Shadow
- VEX Riverbed
- VEX Shadow Matte
- VEX Soft Toon
- VEX Super Material
- VEX 3D Texture Fog
- VEX Uniform Fog
- VEX Volume Cloud
- VEX Volume Fire
- VEX Window
- VEX Z-Depth Fog
- Alembic Geometry SHOP
- Mantra: Delayed Load
- Mantra: Fur Procedural
- Mantra: HScript Procedural
- Mantra Image3D Procedural
- Mantra: Image3D Volume Procedural
- Mantra: Program Procedural
- Point Instance Procedural
- Point Replicate
- Mantra: Sprite Procedural
- Mantra: VEX Volume Procedural
- VOP CVEX
- VOP VEX Displacement
- VOP VEX Fog
- VOP VEX Image3D
- VOP VEX Light
- VOP VEX Photon
- VOP VEX Shadow
- VOP VEX Surface
- Fur Density Map
- Generic Displacement
- Generic Fog
- Generic Interior
- Generic Light
- Generic Output
- Generic Shadow
- Generic Surface
- Material
- Principled Shader
- 材质概述
- 着色基础知识
- 管理材质
- 使用VOP工作
- 编译材质网络
- 纹理贴图
- 转换图像文件
- OpenGL材质
- 属性
- 属性覆盖
- 给高级用户的建议
- 在VEX和RSL之间转换
- Ptex
- Merge Co-Shader
- mentalray mi_car_paint_phen
- mentalray mi_dgs_material
- mentalray mi_dgs_material_photon
- mentalray mi_dielectric_material
- mentalray mi_dielectric_material_photon
- mentalray mi_metallic_paint
- mentalray mi_parti_volume
- mentalray mi_parti_volume_photon
- mentalray mi_path_material
- mentalray mib_amb_occlusion
- mentalray mib_blackbody
- mentalray mib_cie_d
- mentalray mib_fg_occlusion
- mentalray mib_geo_cone
- mentalray mib_geo_cube
- mentalray mib_geo_cylinder
- mentalray mib_geo_sphere
- mentalray mib_geo_square
- mentalray mib_geo_torus
- mentalray mib_glossy_reflection
- mentalray mib_glossy_refraction
- mentalray mib_illum_blinn
- mentalray mib_illum_hair
- mentalray mib_illum_lambert
- mentalray mib_illum_phong
- mentalray mib_illum_ward
- mentalray mib_lens_clamp
- mentalray mib_lens_stencil
- mentalray mib_light_infinite
- mentalray mib_light_photometric
- mentalray mib_light_point
- mentalray mib_light_spot
- mentalray mib_twosided
- mentalray mib_volume
- mentalray misss_fast_shader
- mentalray misss_physical
- mentalray misss_physical_photon
- mentalray misss_skin_specular
- GLSL Normal Map
- GLSL Tangent Space Normal Map
- Properties
- Pyro 2
- RSL ri_bumpy
- RSL ri_carpet
- RSL ri_cloth
- RSL ri_cmarble
- RSL ri_constant
- RSL ri_delayedreadarchive
- RSL ri_depthcue
- RSL ri_diaknurl
- RSL ri_distantlight
- RSL ri_dynamicload
- RSL ri_fog
- RSL ri_glass
海洋特效
Houdini18更新
通道节点
- Acoustic
- Area
- Attribute
- Audio In
- Band EQ
- Beat
- Blend
- BlendPose
- Channel
- Composite
- Constant
- Copy
- Count
- Cycle
- Delay
- Dynamics
- Envelope
- Export
- Expression
- Extend
- Fan
- Feedback
- Fetch
- File
- Filter
- For
- Foreach
- Function
- Geometry
- Gesture
- Handle
- Hold
- IKSolver
- Image
- Interpolate
- InverseKin
- Jiggle
- Keyboard
- Lag
- Limit
- Logic
- Lookup
- Math
- Merge
- MIDI In
- MIDI Out
- Mouse
- Network
- Noise
- Null
- Object
- ObjectChain
- Oscillator
- Parametric EQ
- Particle
- Pass Filter
- Phoneme
- Pipe In
- Pipe Out
- Pitch
- Pretransform
- Pulse
- Puppet
- Rename
- Reorder
- Resample
- Sequence
- Shift
- Shuffle
- Slope
- Spatial Audio
- Spectrum
- Spline
- Spring
- Stretch
- Subnetwork
- Switch
- Transform
- TransformChain
- Trigger
- Trim
- Vector
- VEX CHOP
- Voice Split
- Voice Sync
- VOP CHOP
- Warp
- Wave
- VEX Waveform
粒子系统
- 跟随引导对象
- 围绕一个中心点旋转
- 可视化力
- 替换和渲染
- 将粒子导出为模型
- 事件反应
- 使用组来组织粒子的行为
- 检查属性
- 纠错
- 手动设置属性
- 使用几何体
- 粒子的建议和技巧
- 向量 VS 元素定义
- Acceleration节点
- Advect by Volumes节点
- Age节点
- Attractor节点
- Attribute节点
- Attribute Transfer节点
- Collect节点
- Collision节点
- Color节点
- Creep节点
- Curl Noise节点
- Drag 节点
- Event 节点
- Fan 节点
- Fetch节点
- Fireworks节点
- Follow节点
- Force节点
- Group节点
- Hit Info节点
- Instance节点
- Interact节点
- Kill节点
- Limit节点
- Lineage节点
- Location节点
- Lookat节点
- Null节点
- Orbit节点
- Position节点
- Property节点
- Proximity
- Render
- Resistance
- Rotation
- Soft Body
- Soft Limit
- Source
- Speed Limit
- SPH Density Test
- Split
- VEX Sprinkler
- Sprite
- State
- Stream
- Subnetwork
- Suppress Rule
- Switch
- Torque
- Translation
- Turn
- Up Vector
- Velocity
- Velocity Stream
- VEX
- VOP POP
- Wind
- 粒子系统
- 基础知识
- 简单的粒子系统
- 发射粒子
- 在网络中的粒子数据流
- 给粒子运用力
- 和曲面交互
- 限制粒子的速度
- 吸引或排斥粒子
渲染节点
- 渲染基础
- 区域渲染工具
- 理解Mantra的渲染
- 基于物理的渲染
- 灯光
- 设置相机
- 阴影
- 文件名中的表达式
- 创建一个Flipbook
- 渲染工作流程的建议
- 理解Mantra的光线跟踪
- 渲染质量和速度
- 渲染体积
- Environment and reflection maps
- 工作流程中的渲染
- 深度相机贴图
- 渲染数量很多的多边形
- 渲染额外的颜色通道
- Alembic
- Alfred
- Archive Generator
- Batch
- Channel
- Composite
- Dynamics
- DSM Merge
- Fetch
- Filmbox FBX
- Frame Container
- Frame Depedency
- Geo to I3D
- Geometry
- HQueue Render
- HQueue Simulation
- Mantra
- Mantra Archive
- 3D Texture Generator
- MDD Point Cache
- mental ray
- Merge
- Net Barrier
- Null
- OpenGL
- Pre Post
- RenderMan
- RenderMan Archive
- Shell
- Subnetwork
- Switch
- Wedge
- Wren
- 渲染部分
场景节点
- Camera—摄像机
- Stereo Camera Template
- Sticky
- Subnet
- Switcher
- three Point Light
- Whitecaps
- Dop Network
- Houdini16.5 概述
- Alembic Archive节点
- Environment Light
- Extract Transform
- Common object parameters
- Fetch
- Debris
- Fur
- Geometry
- Handle
- Indirect Light
- Instance
- Light template
- Light
- Microphone
- Muscle
- Alembic xform节点
- Ambient Light节点
- Animation Rig Biped Arm节点
- Animation Rig Biped Head节点
- Animation Rig Biped Hand节点
- Animation Rig Biped Leg节点
- Animation Rig Biped Spine节点
- Animation Rig Character Placer节点
- Animation Rig Quadruped Back Leg节点
- Animation Rig Quadruped Front Leg节点
- Animation Rig Quadruped Head and Neck
- Animation Rig Quadruped IK Spine
- Animation Rig Quadruped Tail
- Animation Rig Quadruped Toes
- Atmosphere
- Biped Animation Rig
- Biped Deform Rig
- Blend Sticky
- Blend
- Bone
- Null
- Path
- PathCV
- Quadruped Animation Rig
- Quadruped Deform Rig
- Rivet
- Sound
- Stereo Camera Rig
数字资产
几何体节点
- Enumerate
- Exploded View
- Extrude
- Extrude Volume
- Facet
- Filament Advect
- File
- File Cache
- File Merge
- Volume Break
- Fillet
- Volume Compress
- Finalize Waves
- Volume Convolve 3×3×3
- Find Shortest Path
- Volume Feather
- Fit
- Volume FFT
- Fluid Source
- Volume From Attrib
- Font
- Volume Merge
- Force
- Volume Mix
- ForEach
- Volume Ramp
- Fractal
- Volume Rasterize
- Fur
- Volume Rasterize Curve
- Fuse
- Volume Rasterize Particles
- Glue Cluster
- Volume Rasterize Points
- Glue Pieces
- Volume Reduce
- Grid
- Group
- Volume Resample
- Group Copy
- Volume Resize
- Group Paint
- Volume SDF
- Group Transfer
- Volume Slice
- Hole
- Volume Splice
- Inflate
- Volume Surface
- Instance
- Volume Trail
- IsoSurface
- Volume Velocity
- IsoOffset
- Volume Visualization
- Join
- Volume VOP
- Knife
- Volume Wrangle
- Alembic Group
- Lattice
- VOP SOP
- Alembic Primitive
- Layer
- Voronoi Fracture
- Alembic
- Line
- Voronoi Fracture Points
- Align
- Load Slices
- Voronoi Split
- Assemble
- L-System
- Vortex Force Attributes
- Magnet
- Waveform
- Attrib Fade
- Match Axis
- Whitewater Source
- Attrib From Map
- Match Size
- Wireframe
- Attrib Wrangle
- Match Topology
- Wire Blend
- AttribCast
- Material
- Wire Capture
- AttribComposite
- MDD
- Wire Deform
- AttribCopy
- Measure
- Wire Transfer Shape
- AttribCreate
- Merge
- Transform
- Add
- AttribFromVolume
- Metaball
- Transform Axis
- AttribMirror
- MetaGroups
- Transform Pieces
- Mirror
- AttribPromote
- Mountain
- Muscle
- Name
- Angular Velocity节点
- AttribReorient
- Null
- Object Merge
- AttribStringEdit
- Ocean Evaluate
- AttribTransfer
- Ocean Source
- Attribute
- Ocean Spectrum
- AttribVOP
- Pack
- Bake ODE
- Packed Edit
- Bake Volume
- Paint
- Basis
- Paint Color Volume
- Blast
- Paint Fog Volume
- Blend Shapes
- Paint SDF Volume
- Bone Link
- Particle
- Bound
- Particle Fluid Surface
- Box
- Particle Fluid Tank
- Break
- Partition
- Point Cloud Iso
- Point Generate
- Paste
- Peak
- Platonic Solids
- Point
- Point Jitter
- Point Map
- Point Replicate
- Points From Volume
- Point Wrangle
- PolyBevel
- PolyCap
- PolyCut
- PolyExtrude
- PolyFrame
- PolyKnit
- PolyLoft
- PolyPatch
- PolyReduce
- PolySoup
- PolySpline
- PolySplit
- PolyStitch
- PolyWire
- POP Merge
- POP Network
- Primitive Split
- Bridge
- Profile
- Project
- Python
- Rails
- Ray
- Refine
- Remesh
- Resample
- Rest Position
- Reverse
- Revolve
- Ripple
- RMan Shader
- Alembic ROP output driver
- Geometry ROP output driver
- Round
- Sequence Blend
- Scatter
- Script
- Sculpt
- Shader
- Shrinkwrap
- Skin
- Slide Modifier Paint
- Smooth
- Soft Peak
- Soft Transform
- Solver
- Sort
- Sphere
- Spring
- SSS Scatter
- Standard Variables
- Starburst
- Stitch
- Stroke
- Subnetwork
- Super Quad
- Surfsect
- Sweep
- Switch
- Table Import
- Tetrahedralize
- Tetra Surface
- UV Texture
- TimeBlend
- TimeShift
- TimeWarp
- Torus
- Trace
- Trail
- Triangulate 2D
- Tri Bezier
- TriDivide
- Trim
- TriStrip
- Tube
- Twist
- Unix
- Unpack
- Unpaste
- UV Brush
- UV Edit
- UV Fuse
- UV Pelt
- UV Project
- UV Quick Shade
- UV Transform
- UV Unwrap
- VDB
- VDB Activate
- VDB Advect Points
- VDB Advect SDF
- Bulge
- VDB Analysis
- VDB Combine
- Cache
- VDB Fracture
- Cap
- VDB From Particle Fluid
- Capture
- VDB From Particles
- Capture Correct
- VDB From Polygons
- Capture Layer Paint
- VDB Renormalize SDF
- Capture Metaball
- VDB Resample
- Capture Mirror
- VDB Reshape SDF
- Capture Override
- VDB Smooth
- Capture Proximity
- VDB Smooth SDF
- Carve
- VDB To Spheres
- Channel
- VDB Vector Merge
- Circle
- VDB Vector Split
- Clay
- VDB Visualize Tree
- Clean
- Vertex
- Clip
- VertexSplit
- Cloth Capture
- VEX SOP
- Cloth Deform
- Visibility
- Cloud
- Volume
- Cloud Light
- Volume Analysis
- Cloud Noise
- Volume Arrival Time
- Cluster
- Volume Blur
- Cluster Points
- Volume Bound
- Color
- Comb
- Connect Adjacent Pieces
- Connectivity
- Control
- Convert
- Convert Meta
- Convert VDB
- Convert Volume
- Cookie
- Copy
- Crease
- Creep
- Capture Region
- Curve
- Curveclay
- Curvesect
- Debris Source
- Deform
- Deform Metaball
- Deform Muscle
- Delete
- Dissolve
- Divide
- Dop Import
- Dop Import Fields
- DOP Import Records
- Dop I/O
- Draw Curve
- Draw Hair
- Duplicate
- Each
- EdgeCollapse
- EdgeCusp
- EdgeDivide
- EdgeFlip
- Edit
- Ends
合成节点
- Add
- Anaglyph
- Atop
- Average
- Blend
- Blur
- Border
- Bright
- Bump
- 合成概述
- Channel Copy
- Chromakey
- Color Correct
- Color Curve
- Color Map
- Color Replace
- Color Wheel
- Color
- Composite
- Contrast
- Convert
- Convolve
- 添加噪波
- COP generators
- Corner Pin
- 调节颜色 色阶 黑点 白点
- Corner Ramp
- 混合或层叠图像
- Crop
- Defocus
- 模糊或锐化图像
- Deform
- 常规图像特效
- Degrain
- 合成内容和概念
- Deinterlace
- 合成建议和技巧
- Delete
- 使用VOPs创建一个自定义的COP
- Denoise
- 创建形状和文本
- Depth Darken
- 深度栅格效果
- Depth of Field
- 扭曲和溶解图像
- Diff
- 生成填充
- 基于图像颜色创建遮罩
- Dilate/Erode
- 图像向导文件
- DSM Flatten
- 增强合成性能
- Edge Blur
- 加载图像数据到合成中
- Edge Detect
- 对图像某一区域遮罩处理
- Emboss
- 使用LUT修改颜色的输出
- Environment
- 位置,重设大小,旋转,裁剪图像层
- Equalize
- 保存合成的数据到磁盘上
- Expand
- 在其它节点中使用合成图像
- Extend
- 查看/预览一个节点的输出
- Fetch
- 使用蒙版工作
- Extend
- 工作于多个图像上
- Field Merge
- 使用颜色面工作
- Field Split
- Field Swap
- File
- Flip
- Fog
- Font
- Front Face
- Function
- Gamma
- Geokey
- Geometry
- Gradient
- Grain
- HSV
- Hue Curve
- Illegal Pixel
- Inside
- Interleave
- Invert
- Layer
- Levels
- Lighting
- Limit
- Lookup
- Luma Matte
- Lumakey
- Mask
- Max
- Median
- Merge
- Min
- Mono
- Mosaic
- Multiply
- Noise
- Null
- Outside
- Over
- Pixel
- Premultiply
- Pulldown
- Pushup
- Quantize
- Radial Blur
- Ramp
- Reference
- Rename
- Render
- Reverse
- ROP File Output
- Rotoshape
- Scale
- Screen
- Sequence
- Shape
- Sharpen
- Shift
- Shuffle
- Sky Environment Map
- Snip
- Streak Blur
- Subnetwork
- Subtract
- Switch Alpha
- Switch
- Tile
- Time Filter
- Time Machine
- Time Scale
- Time Warp
- Transform
- Trim
- Under
- Unpin
- UV Map
- Vector
- Velocity Blur
- VEX Filter
- VEX Generator
- VOP COP2 Filter
- VOP COP2 Generator
- Window
- Wipe
- Xor
- Z Comp
动画模块
动力学节点
- Gas Reduce Local
- RBD Angular Constraint
- Gas Reduce
- RBD Angular Spring Constraint
- Gas Reinitialize SDF
- RBD Auto Freeze
- Cloth Mass Properties - 布料密度属性
- Gas Repeat Solver
- RBD Configure Object
- Cloth Material Behavior - 布料材质行为
- Gas Resize Field
- RBD Fractured Object
- Cloth Material - 布料材质
- Gas Resize Fluid Dynamic
- Cloth Object – 布料物体
- Gas Resize Fluid
- RBD Glue Object
- Gas Rest
- RBD Hinge Constraint
- Gas Sand Forces
- RBD Keyframe Active
- Gas SDF To Fog
- RBD Object
- Gas Seed Markers
- RBD Packed Object
- Gas Seed Particles
- RBD Pin Constraint
- Gas Shred
- RBD Point Object
- Gas SPH Density
- RBD Solver
- Gas SPH Forces
- RBD Spring Constraint
- Gas Stick on Collision
- RBD State
- Gas Strain Forces
- RBD Visualization
- Gas Strain Integrate
- Reference Frame Force
- Gas SubStep
- Rendering Parameters Volatile
- Gas Surface Snap
- Rendering Parameters
- Gas Surface Tension
- Rigid Body Solver
- Cloth Plasticity Properties – 布料可塑性属性
- Gas Target Force
- Ripple Configure Object
- Cloth Solver – 布料解算器
- Gas Turbulence
- Cloth Stitch Constraint – 布料缝合约束
- Gas Up Res
- Ripple Object
- Cloth Target Properties – 布料目标属性
- Gas Upres Object
- Ripple Solver
- Cloth Tearing Properties – 布料撕裂属性
- Gas Velocity Stretch
- ROP Output Driver
- Cloth Visualization – 布料可视化
- Gas Viscosity
- Sand Configure Object
- Cloth/Volume Collider – 布料/体积碰撞
- Gas Volume Ramp
- Sand Object
- Collide Relationship – 碰撞关系
- Gas Vortex Boost
- Sand Solver
- Collider Label – 碰撞标签
- Gas Vortex Confinement
- Scalar Field Visualization
- Cone Twist Constraint Relationship – 锥形扭转约束关系
- Gas Vortex Equalizer
- Scalar Field
- Constraint Network Relationship – 约束网络关系
- Gas Vorticle Forces
- Script Solver
- Constraint Network – 约束网络
- Gas Vorticle Geometry
- SDF Representation
- Constraint Relationship – 约束关系
- Gas Vorticle Recycle
- Seam Properties
- Constraint – 约束
- Gas Wavelets
- Shell Mass Properties
- Container – 容器
- Gas Wind
- Sink Relationship
- Copy Data Solver – 拷贝数据解算器
- Geometry Copy
- Slice Along Line
- Copy Data – 拷贝数据
- Geometry VOP
- Slider Constraint Relationship
- Copy Objects Information – 拷贝物体信息
- Slice by Plane
- Copy Objects – 拷贝物体
- Slider Constraint Relationship
- Delete – 删除节点
- Geometry Wrangle
- Slider Constraint
- Drag Force – 阻力
- Glue Constraint Relationship
- Smoke Configure Object
- Drag Properties – 阻力属性
- Smoke Object
- Dynamics nodes – 动力学节点
- Glue Network Constraint
- Smoke Solver
- Soft Attach Constraint Relationship
- Glue Network Relationship
- Soft Body (SBD) Pin Constraint
- Gravity Force
- Soft Body (SBD) Spring Constraint
- Ground Plane
- Soft Body Collision Properties
- Soft Body Fracture Properties
- Soft Body Fracture Properties
- Soft Body Material Properties
- Soft Body Rest Properties
- Soft Body Solver
- Group Relationship
- Soft Body Target Properties
- Group
- Soft Body (SBD) Constraint
- Solid Object
- Hard Constraint Relationship
- Impact Analysis
- Solid Visualization
- Active Value节点
- SOP Geometry
- SOP Guide
- Impulse Force
- SOP Scalar Field
- SOP Solver
- SOP Vector Field
- Source Apply
- Index Field Visualization
- Source Relationship
- Source Volume
- Affector节点
- Index Field
- Sphere Edge Tree
- Anchor: Align Axis节点
- Instanced Object
- Sphere Point Tree
- Anchor: Object Point Group Position节点
- Intangible Value
- Split Object
- Anchor: Object Point Group Rotation节点
- Link to Source Object
- Spring Constraint Relationship
- Anchor: Object Point Id Position节点
- Spring Network Constraint
- Anchor: Object Point Id Rotation节点
- Magnet Force
- Spring Network Relationship
- Anchor: Object Point Number Position节点
- Squishy Object
- Anchor: Object Point Number Rotation节点
- Static Object
- The Anchor: Object Primitive Position节点
- Anchor: Object Space Position节点
- Static Solver
- Anchor: Object Space Rotation节点
- Static Visualization
- Anchor: Object Surface Position节点
- Subnetwork
- Anchor: World Space Position节点
- Surface Collision Parameters
- Anchor: World Space Rotation节点
- Switch Solver
- Apply Data节点
- Switch Value
- Apply Relationship节点
- Switch
- Blend Factor节点
- Target Constraint
- Blend Solver节点
- Target Relationship
- Bullet Data节点
- Terrain Object
- Bullet Solver节点
- Thin Plate/Thin Plate Collider
- Buoyancy Force节点
- Two State Constraint Relationship
- Uniform Force
- Vector Field Visualization
- Vector Field
- Velocity Impulse Force
- Cloth Attach Constraint节点
- Volume Volume Collider
- Cloth Configure Object节点
- VOP Force
- Voronoi Fracture Configure Object
- Voronoi Fracture Parameters
- Voronoi Fracture Solver
- Vortex Force
- Empty Data
- Empty Object
- Whitewater Emitter
- Empty Relationship
- Whitewater Object
- Empty Solver
- Whitewater Solver
- Fan Force
- Wind Force
- Wire Angular Constraint
- Wire Angular Spring Constraint
- Wire Configure Object
- Wire Elasticity
- Wire Glue Constraint
- Wire Object
- Wire Physical Parameters
- Wire Plasticity
- Mask Field
- Wire Solver
- Matrix Field Visualization
- Wire Visualization
- Matrix Field
- Wire/Volume Collider
- Merge
- Wire/Wire Collider
- Modify Data
- Motion
- Multi Field Visualization
- Multiple Solver
- Net Fetch Data
- No Collider
- No Constraint Relationship
- Noise Field
- Null
- OBJ Position
- ODE Configure Object
- ODE Solver
- Particle Fluid Configure Object
- Particle Fluid Emitter
- Particle Fluid Object
- Particle Fluid Sink
- Particle Fluid Solver
- Particle Fluid Visualization
- Partition
- Physical Parameters
- Point Collider
- Point Force
- POP Advect by Volumes
- POP Attract
- Fetch Data
- Field Force
- File Data
- File – 文件
- Finite Element Solver
- POP Attrib From Volume
- FLIP Configure Object
- POP Axis Force
- FLIP fluid object
- POP Collision Behavior
- FLIP Solver
- POP Collision Detect
- Fluid Configure Object
- POP Color
- Fluid Force
- POP Curve Force
- Fluid Object
- POP Drag Spin
- POP Drag
- Fluid Solver
- Gas Adjust Coordinate System
- POP Fan Cone
- Gas Adjust Elasticity
- POP Fireworks
- Gas Advect CL
- Gas Advect Field
- Gas Advect
- Gas Analysis
- Gas Blend Density
- Gas Blur
- Gas Build Collision Mask
- Gas Build Relationship Mask
- Gas Buoyancy
- Gas Burn Geometry Object
- Gas Burn Geometry
- Gas Calculate
- Gas Collision Detect
- Gas Combustion
- Gas Compute Particle Attributes
- POP Flock
- Gas Correct By Markers
- POP Force
- Gas Cross
- POP Group
- Gas Damp
- POP Instance
- Gas Diffuse
- Gas Dissipate
- Gas Disturb Field CL
- Gas Disturbance
- Gas DSD Configure Object
- Gas DSD Solver
- Gas DSD
- Gas Each Data Solver
- Gas Elasticity
- Gas Embed Fluid
- Gas Enforce Boundary
- Gas Equalize Density
- Gas Equalize Volume
- Gas External Forces
- Gas Extrapolate
- Gas Feather Field
- Gas Feedback
- Gas Fetch Fields to Embed
- Gas Field to Particle
- Gas Field VOP
- Gas Field Wrangle
- Gas Geometry To SDF
- POP Interact
- Gas Impact To Attributes
- POP Kill
- Gas Integrator
- POP Limit
- Gas Intermittent Solve
- POP Local Force
- Gas Limit Particles
- POP Location
- Gas Limit
- Gas Linear Combination
- POP Lookat
- Gas Local Sharpen
- POP Metball Force
- Gas Lookup
- POP Object
- Gas Match Field
- POP Property
- Gas Mist Solver
- POP Proximity
- Gas Net Fetch Data
- POP Replicate
- Gas Net Field Border Exchange
- POP Shape Match
- Gas Net Slice Balance
- POP Soft Limit
- Gas Net Slice Exchange
- POP Solver
- Gas OpenCL
- POP Source
- Gas Particle Count
- POP Speed Limit
- Gas Particle Forces
- POP Sprite
- Gas Particle Move To Iso
- POP Stream
- Gas Particle Neighbour Update
- POP Torque
- Gas Particle Pressure
- POP VOP
- Gas Particle Separate
- POP Wind
- Gas Particle To Field
- POP Wrangle
- Gas Particle To SDF
- Position From Point
- Gas Project Non Divergent Multigrid
- Position
- Gas Project Non Divergent Variational
- Pump Relationship
- Gas Project Non Divergent
- Pyro Solver
VEX网络
- Curl Noise 2D
- CVEX Shader
- Ramps
- CVEX Shader
- Random
- Dampened Noise
- Random Sobol
- Decal
- Ray Bounce Level
- Degrees To Radians
- Ray Hit
- Delayed Read Archive
- Ray Trace
- Density To Opacity
- Ray Bounce Weight
- Depth Map
- Reflect
- Determinant
- Reflective
- Import Displacement Variable
- Reflected Light
- Direct Lighting
- Refract
- Displace Along Normal
- Refracted Light
- Distance
- Relative to Bounding Box
- Divide Constant
- Remove Point
- Divide
- Remove Primitive
- Dot Product
- Render State
- Edge Falloff
- Resolution
- Eggshell Pattern
- Rest Position
- Eggshell
- RGB To HSV
- Eigenvalues
- Rounded Hexes
- Environment Map
- Rings
- Euler To Quaternion
- Round To Integer
- Exponential
- Ripples
- Extract Transform
- Rotate
- Fast Shadow
- Rounded Stars
- Field Name
- Rust Perforation
- Field Parameter
- Scale
- Filament Sample
- Scales
- Delayed Load Procedural
- Sensor Panorama Color
- Filter Shadow
- Sensor Panorama Cone
- Filter Step
- Sensor Panorama Create
- Filter Width
- Sensor Panorama Depth
- Find Attribute Value
- Sensor Panorama Save
- Find Attribute Value Count
- Sensor Save
- Find Attribute Value by Index
- Set Attribute
- Fire
- Set Primitive Vertex
- Fit Range
- Shading Area
- Float To Matrix
- Shading Normal
- Float To Vector4
- Shadow
- Float To Integer
- Shadow Map
- Float To Matrix3
- Shadow Matte
- Float To Vector
- Specular Sheen
- Floor
- Shiny Metal
- Flow Noise
- Sign
- Foamy
- Import Surface Variable
- For Loop
- Point Loop
- Sine
- Fraction
- SSS Single
- Fresnel
- From NDC
- Skin
- From Polar
- Spherical Linear Interp
- Front Face
- Fur Procedural
- Smoke
- Fur Guide Global Variables
- Smooth
- Fur Guide Output Variables and Parameters
- Snippet
- Furrows
- Fur Skin Global Variables
- Soft Dots
- Fur Skin Output Variables and Parameters
- Specular
- Fuzzy
- Splatter
- Geometry VOP Global Parameters
- Spline
- Geometry VOP Output Variables
- Sprites Procedural
- Get Attribute
- Get Blur P
- Square Root
- Get Object Transform
- Stone
- Get Primitive ID
- Stone Wall
- Gingham Checks
- Stripes
- Glass
- Struct
- Global Variables
- Struct Pack
- Glow
- Struct Unpack
- Gradient 3D
- Stucco
- Gaussian Random
- Subtract Constant
- Gaussian Random UV
- Subnet Input
- Hair
- Sub Network
- Hair Diffuse
- Return
- Hair Normal
- Subtract
- Hair Specular
- Surface Color
- Halo
- Switch
- Has Input
- Switch Lighting BSDF
- Tiled Hexagons
- Swizzle Vector4
- High-Low Noise
- Swizzle Vector
- Get Matrix Component
- Tangent
- Set Matrix Component
- Tangent Normals
- Matrix To Float
- Tetrahedron Adjacent
- Instance with Hscript Procedural
- Tetrahedron Adjacent
- HSV To RGB
- Texture
- Hue Shift
- Texture 3D
- Get Vector4 Component
- Set Vector4 Component
- Vector4 To Float
- Texture 3D Box
- Vector4 To Vector
- Texture Map
- If-Then Block
- Thin Film
- If Connected
- Thin Film Fresnel
- Illuminance Loop
- Image 3D Iso-Texture Procedural
- Timing
- Image 3D Volume Procedural
- To NDC
- Import Attribute
- To Polar
- Indirect Lighting
- Trace
- Point In Group
- Transform
- Inline Code
- Translate
- Integrate 3D
- Transpose
- Integrate 3D Clip
- Trigonometric Functions
- Intersect
- Turbulent Noise
- Intersect 3D
- Two Sided
- Integer To Float
- Two Tone
- Integer To Vector
- Invert
- Two Way Switch
- Irradiance
- Is Connected
- Is Finite
- Unified Noise
- Is Fog Ray
- Unique Values of Attribute
- Is Front Face
- UV Coords
- Is NAN
- UV Noise
- Is Shadow Ray
- UV Position
- Jittered Hair Normal
- UV Project
- Length
- UV Space Change
- Lambert
- UV Transform
- Lighting Model
- Vector Cast
- Import Light Variable
- Get Vector Component
- Logarithm
- Set Vector Component
- Look At
- Vector To Float
- Luminance
- Vector To Vector4
- Matrix3 to Matrix4
- Vector To Quaternion
- Matrix4 to Matrix3
- Vex Volume Procedural
- Multiply Add Constant
- Volume Gradient
- Make Instance Transform
- Volume Gradient from File
- Make Transform
- Volume Index
- Matte
- Volume Index from File
- Get Matrix3 Component
- Volume Index To Pos
- Set Matrix3 Component
- Volume Index To Pos from File
- Matrix3 To Float
- Volume Index Vector from File
- Matrix3 To Quaternion
- Volume Model
- Maximum
- Volume Pos To Index
- Max Vector Component
- Volume Pos To Index from File
- Metaball Attribute
- Volume Resolution
- Metaball Density
- Volume Resolution from File
- Meta-Loop Import
- Volume Sample
- Meta-Loop Next
- Volume Sample from File
- Anti-Aliased Flow Noise
- Metaball Space
- Volume Sample Vector from File
- Anti-Aliased Noise
- Meta-Loop Start
- Volume VOP Global Parameters
- Anti-Aliased Ramp Parameter
- Metaball Weight
- Volume VOP Output Variables
- Method
- VOP Force Global
- Method Call
- VOP Force Output Variables
- Method Input
- Voronoi Noise
- Minimum
- Water Surface
- Min Vector Component
- Waves
- Minimum Position
- Wave Vector
- Mix
- While Loop
- Modulo
- Wire Pattern
- Mold
- Wireframe
- Mosaic
- Wood
- Multiply Constant
- Multiply
- Wood Plank
- Near Point
- Worley Noise
- Negate
- Woven
- Neighbour
- Transform Matrix
- Neighbour Count
- Xor
- abs - 绝对值
- Neighbour Count from File
- XYZ Distance
- acos - 反余弦函数
- Neighbour from File
- Create Point Group
- Normal Falloff
- Normalize
- Not
- Point Count
- Non-Deterministic Random
- Absolute
- Null
- Add
- Unique Value Count of Attribute
- Add Attribute
- Occlusion
- Add Constant
- Or
- Add Point To Group
- Oren-Nayar
- Add Point
- Orient
- Add Primitive
- Oscillations
- Add Vertex
- Output Variables and Parameters
- Add Wind Force
- Parameter
- Albedo
- Physically Based Diffuse
- Align
- Physically Based Hair (Primary Reflection)
- Alpha Mix
- Physically Based Hair (Secondary Reflection)
- Ambient
- Physically Based Hair (Transmission)
- And
- Physically Based Phase Function
- Arctangent
- Physically Based Specular
- Attenuated Falloff
- Point Cloud Close
- Average
- Point Cloud Export
- Average Vector Component
- Point Cloud Farthest
- Banana Skin
- Point Cloud Filter
- Bounding Box
- Point Cloud Import
- Bias
- Point Cloud Import by Index
- Bind
- Point Cloud Iterate
- Blend Regions
- Point Cloud Num Found
- Box Clip
- Point Cloud Open
- Boxes
- Point Cloud Unshaded
- Tiled Boxes
- Point Cloud Write
- Bricker
- Periodic Noise
- Bricks
- Photon Output Variables
- Bump Map
- Pixel Area
- Bump Noise
- Pixel Derivative
- Burlap
- Plane Clip
- Burlap Pattern
- Plane Count
- Cardboard
- Plane Exists
- Cavities
- Plane Index
- Ceiling
- Plane Name
- Cellular Cracks
- Plane Size
- Cellular Noise
- Power
- Checkered
- Primitive Attribute
- Chrome Environment
- Primitive Intrinsic
- Clamp
- Primitive Normal
- Class Cast
- Primitive Attribute
- Cloud Environment
- Clouds
- Run External Program Procedural
- Collect
- Properties
- Color Correction
- Point Instance Procedural
- Color Map
- Distance Point To Line
- Color Mix
- Point Replicate
- Compare
- Filter Pulse Train
- Complement
- Pyro Blackbody
- Composite
- Pyro Color Correct
- Compute Normal
- Pyro Color Model
- Compute Tangents
- Pyro Color Volume
- Concrete
- Pyro Density Volume
- Conserve Energy
- Pyro Noise
- Constant
- Quaternion Distance
- COP Input
- Quaternion Invert
- Copy
- Quaternion Multiply
- Cosine
- Rotate by Quaternion
- Crackle
- Quaternion
- Cross Product
- Quaternion To Matrix3
- Quaternion To Angle/Axis
- Radians To Degrees
- Color Transform
- Rainbow
- Curl Noise
- Ramp Filter