Houdini 中文帮助文档
- 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