Houdini 中文帮助文档
- Add Vertex
- Clamp
- Determinant
- Float To Matrix3
- Hair
- Integer To Vector
- Meta-Loop Next
- Oren-Nayar
- Power
- Ray Hit
- Shading Area
- Return
- UV Noise
- Water Surface
- Banana Skin
- Compute Normal
- Eigenvalues
- Front Face
- Instance with Hscript Procedural
- Lambert
- Modulo
- Point Cloud Close
- Filter Pulse Train
- Render State
- Skin
- Texture
- Vex Volume Procedural
- Xor
- Anti-Aliased Flow Noise
- Bump Noise
- Curl Noise
- Filter Step
- Get Blur P
- Image 3D Volume Procedural
- Matte
- Create Point Group
- Periodic Noise
- Quaternion
- Scale
- Stone
- Translate
- Volume Resolution
- Add Wind Force
- Class Cast
- Import Displacement Variable
- Float To Vector
- Hair Diffuse
- Invert
- Metaball Space
- Orient
- Primitive Attribute
- Ray Trace
- Shading Normal
- Subtract
- UV Position
- Waves
- Bounding Box
- Compute Tangents
- Environment Map
- Fur Procedural
- HSV To RGB
- Lighting Model
- Mold
- Point Cloud Export
- Pyro Blackbody
- Resolution
- Spherical Linear Interp
- Texture 3D
- Volume Gradient
- XYZ Distance
- Anti-Aliased Noise
- Burlap
- Curl Noise 2D
- Filter Width
- Get Object Transform
- Import Attribute
- Get Matrix3 Component
- Normal Falloff
- Photon Output Variables
- Quaternion To Matrix3
- Scales
- Stone Wall
- Transpose
- Volume Resolution from File
- Albedo
- Cloud Environment
- Direct Lighting
- Floor
- Hair Normal
- Irradiance
- Meta-Loop Start
- Oscillations
- Primitive Intrinsic
- Ray Bounce Weight
- Shadow
- Surface Color
- UV Project
- Wave Vector
- Bias
- Concrete
- Euler To Quaternion
- Fur Guide Global Variables
- Hue Shift
- Import Light Variable
- Mosaic
- Point Cloud Farthest
- Pyro Color Correct
- Rest Position
- Smoke
- Texture 3D Box
- Volume Gradient from File
- Anti-Aliased Ramp Parameter
- Burlap Pattern
- CVEX Shader
- Find Attribute Value
- Get Primitive ID
- Indirect Lighting
- Set Matrix3 Component
- Normalize
- Pixel Area
- Quaternion To Angle/Axis
- Sensor Panorama Color
- Stripes
- Trigonometric Functions
- Volume Sample
- Align
- Clouds
- Displace Along Normal
- Flow Noise
- Hair Specular
- Is Connected
- Metaball Weight
- Output Variables and Parameters
- Primitive Normal
- Reflect
- Shadow Map
- Switch
- UV Space Change
- While Loop
- Bind
- Conserve Energy
- Exponential
- Fur Guide Output Variables and Parameters
- Get Vector4 Component
- Logarithm
- Multiply Constant
- Point Cloud Filter
- Pyro Color Model
- RGB To HSV
- Smooth
- Texture Map
- Volume Index
- Absolute
- Cardboard
- CVEX Shader
- Find Attribute Value Count
- Gingham Checks
- Point In Group
- Matrix3 To Float
- Not
- Pixel Derivative
- Radians To Degrees
- Sensor Panorama Cone
- Struct
- Turbulent Noise
- Volume Sample from File
- Alpha Mix
- Collect
- Distance
- Foamy
- Halo
- Is Finite
- Method
- Parameter
- Primitive Attribute
- Reflective
- Shadow Matte
- Switch Lighting BSDF
- UV Transform
- Wire Pattern
- Blend Regions
- Constant
- Extract Transform
- Furrows
- Set Vector4 Component
- Look At
- Multiply
- Point Cloud Import
- Pyro Color Volume
- Rounded Hexes
- Snippet
- Thin Film
- Volume Index from File
- Add
- Cavities
- Dampened Noise
- Find Attribute Value by Index
- Glass
- Inline Code
- Matrix3 To Quaternion
- Point Count
- Plane Clip
- Rainbow
- Sensor Panorama Create
- Struct Pack
- Two Sided
- Volume Sample Vector from File
- Ambient
- Color Correction
- Divide Constant
- For Loop
- Has Input
- Is Fog Ray
- Method Call
- Physically Based Diffuse
- Reflected Light
- Specular Sheen
- Swizzle Vector4
- Vector Cast
- Wireframe
- Box Clip
- COP Input
- Fast Shadow
- Fur Skin Global Variables
- Vector4 To Float
- Luminance
- Near Point
- Point Cloud Import by Index
- Pyro Density Volume
- Rings
- Soft Dots
- Thin Film Fresnel
- Volume Index To Pos
- Add Attribute
- Ceiling
- Decal
- Fire
- Global Variables
- Integrate 3D
- Maximum
- Non-Deterministic Random
- Plane Count
- Ramp Filter
- Sensor Panorama Depth
- Struct Unpack
- Two Tone
- Volume VOP Global Parameters
- And
- Color Map
- Divide
- Point Loop
- Tiled Hexagons
- Is Front Face
- Method Input
- Physically Based Hair (Primary Reflection)
- Run External Program Procedural
- Refract
- Shiny Metal
- Swizzle Vector
- Get Vector Component
- Wood
- Boxes
- Copy
- Field Name
- Fur Skin Output Variables and Parameters
- Vector4 To Vector
- Matrix3 to Matrix4
- Negate
- Point Cloud Iterate
- Pyro Noise
- Round To Integer
- Specular
- Timing
- Volume Index To Pos from File
- Add Constant
- Cellular Cracks
- Degrees To Radians
- Fit Range
- Glow
- Integrate 3D Clip
- Max Vector Component
- Null
- Plane Exists
- Ramps
- Sensor Panorama Save
- Stucco
- Two Way Switch
- Volume VOP Output Variables
- Arctangent
- Color Mix
- Dot Product
- Fraction
- High-Low Noise
- Is NAN
- Minimum
- Physically Based Hair (Secondary Reflection)
- Properties
- Refracted Light
- Sign
- Tangent
- Set Vector Component
- Wood Plank
- Tiled Boxes
- Cosine
- Field Parameter
- Fuzzy
- If-Then Block
- Matrix4 to Matrix3
- Neighbour
- Point Cloud Num Found
- Quaternion Distance
- Ripples
- Splatter
- To NDC
- Volume Index Vector from File
- Add Point To Group
- Cellular Noise
- Delayed Read Archive
- Float To Matrix
- Gradient 3D
- Intersect
- Metaball Attribute
- Unique Value Count of Attribute
- Plane Index
- Random
- Sensor Save
- Subtract Constant
- Unified Noise
- VOP Force Global
- Attenuated Falloff
- Compare
- Edge Falloff
- Fresnel
- Get Matrix Component
- Is Shadow Ray
- Min Vector Component
- Physically Based Hair (Transmission)
- Point Instance Procedural
- Relative to Bounding Box
- Import Surface Variable
- Tangent Normals
- Vector To Float
- Worley Noise
- Bricker
- Crackle
- Filament Sample
- Geometry VOP Global Parameters
- If Connected
- Multiply Add Constant
- Neighbour Count
- Point Cloud Open
- Quaternion Invert
- Rotate
- Spline
- To Polar
- Volume Model
- Add Point
- Checkered
- Density To Opacity
- Float To Vector4
- Gaussian Random
- Intersect 3D
- Metaball Density
- Occlusion
- Plane Name
- Random Sobol
- Set Attribute
- Subnet Input
- Unique Values of Attribute
- VOP Force Output Variables
- Average
- Complement
- Eggshell Pattern
- From NDC
- Set Matrix Component
- Jittered Hair Normal
- Minimum Position
- Physically Based Phase Function
- Distance Point To Line
- Remove Point
- Sine
- Tetrahedron Adjacent
- Vector To Vector4
- Woven
- abs - 绝对值
- Bricks
- Cross Product
- Delayed Load Procedural
- Geometry VOP Output Variables
- Illuminance Loop
- Make Instance Transform
- Neighbour Count from File
- Point Cloud Unshaded
- Quaternion Multiply
- Rounded Stars
- Sprites Procedural
- Trace
- Volume Pos To Index
- Add Primitive
- Chrome Environment
- Depth Map
- Float To Integer
- Gaussian Random UV
- Integer To Float
- Meta-Loop Import
- Or
- Plane Size
- Ray Bounce Level
- Set Primitive Vertex
- Sub Network
- UV Coords
- Voronoi Noise
- Average Vector Component
- Composite
- Eggshell
- From Polar
- Matrix To Float
- Length
- Mix
- Physically Based Specular
- Point Replicate
- Remove Primitive
- SSS Single
- Tetrahedron Adjacent
- Vector To Quaternion
- Transform Matrix
- acos - 反余弦函数
- Bump Map
- Color Transform
- Filter Shadow
- Get Attribute
- Image 3D Iso-Texture Procedural
- Make Transform
- Neighbour from File
- Point Cloud Write
- Rotate by Quaternion
- Rust Perforation
- Square Root
- Transform
- Volume Pos To Index from File