如有错误,可在评论区指正。
推荐一篇:【houdini所有vex函数】
//01
Add Vop(加法)
Add Constant Vop(加上某个常数)
Subtract Vop(减法)
Subtract Constant Vop(减去某个常数)
Multiply Vop(乘法)
Multiply Constant Vop(乘以某个常数)
Multiply Add Constant Vop(乘以某数后再加上某数)
Divide Vop(除法)
Divide Constant Vop(除以某个常数)
Set Vector Component Vop(为向量某个分量赋值)
Set Vector2 Component Vop(为向量2某个分量赋值)
Set Vector4 Component Vop(为向量4某个分量赋值)
Constant Vop(新建常量值)
Get Vector Component Vop(获得向量的某个分量)
Get Vector2 Component Vop(获得向量2的某个分量)
Get Vector4 Component Vop(获得向量4的某个分量)
Geometry VOp Output Vop(输出几何体性)
Geometry VOP Global Parameters VopGI(入几何体全局属)
Vector to Float Vop(向量转浮点数)
Float to Vector Vop(浮点数转向量)
Parameter Vop(新建参数或属性)
Print Vop(打印输出结果)
//02
Color Map Vop(导入贴图)
Minimum Vop(最小值)
Mix Vop(值的混合)
Color Mix Vop(颜色混合)
Maximum Vop(最大值)
Average Vop(平均值)
Bind Vop(导入或写出属性)
Import Detail Attribute Vop(导入全局细节属性)
Import Vertex Attribute Vop(导入顶点性)
Import Primitive Attribute Vop(导入面属性)
Import Point Attribute Vop(导入点属性)
//03
Radians to Degrees Vop(G呱度转角度)
Degrees to Radians Vop(角度转狐度)
Fit Range Vop(范围重映射)
Float to Integer Vop(浮点型转整型)
Average Vector Component Vop(向量三个分量的平均值)
Integer to Float Vop(整型转浮点型)
Round to Integer Vop(四舍五入)
Random Vop(随机数)
Fit Range Unclamped Vop(范围无边界重映射)
Non-Deterministic Random Vop(生成不确定随机数)
//04
Compare Vop(比较数值)
Clamp Vop(数值钳制范围)
Two Way Switch Vop(切换两个数据流)
Integer to Vector Vop(整型转向量)
Channel Vop(读取任意节点的任意通道值)
Get CHOP Channels Vop(读取CHOP中的通道值)
RGB to HSV Vop(RGB转HSV)
Switch Vop(多数据流之间切换)
HSV to RGB Vop(HSV转RGB)
Subnetwork Vop(子网络)
Null Vop)(更改某数据流属性的名称)
Typed Two Way Switch Vop(两数据流之间切换)
Visualize Vop(厘性可视化)
//05
Absolute Vop(绝对值)
Modulo Vop(求余)
Ceiling Vop(向上取整)
Complement Vop(1-x,补数)
Negate Vop(取反)
Power Vop(乘方)
Cosine Vop(余弦函数)
Sign Vop(获取正负号)
Exponential Vop(指数函数)
Sine Vop(正弦函数)
Logarithm Vop(对数函数)
Square Root Vop(平方根)
Floor Vop(向上取整)
Fraction Vop(小数部分)
//06
Swizzle Vector Vop(向量重新排序)
Swizzle Vector2 Vop(向量2重新排序)
Swizzle Vector4 Vop(向量4重新排序)
Length Vop(向量长度)
Max Vector Component Vop(向量中最大分量)
Min Vector Component Vop(向量中最小分量)
Normalize Vop(向量标准化)
Point Count Vop(几何体的点数)
Luminance Vop(颜色转亮度)
//07
Get Attribute Vop(获取属性值)
Set Attribute Vop(设置属性值)
Add Attribute Vop(添加属性)
Block End Vop(块结尾)
Block Begin lf Vop(lf块开始)
Blend Regions Vop(区域混合)
Color Correction Vop(校正颜色)
UV Coords Vop(UV坐标)
//08
Bounding Box Vop(边界框信息)
Spline Vop(关键样条线)
Hue Shift Vop(色相偏移)
Snippet Vop(VEX代码块)
Smooth Vop(光滑插值计算)
Xor Vop(逻辑异或)
Or Vop(逻辑或)
And Vop(逻辑与)
Not Vop(逻辑非)
//09
Find Attribute Value Vop(查找属性值)
Find Attribute Value Count Vop(查找属性值个数)
Find Attribute Value by Index Vop(返回属性中特定值的元素索引号)
Remove Point Vop(移除几何体点)
Remove Primitive Vop(移除几何体面)
Add Point Vop(生成几何体点)
Add Primitive Vop(生成几何体面)
Add Vertex Vop(生成几何体顶点)
//10
Gaussian Random Vop(高斯随机)
Gaussian Random UV Vop(UV向高斯随机)
Random Sobol Vop(Sobol序列随机数字)
Report Error Vop(错误提示)
Bias Vop(偏斜)
Gain Vop(增益)
Limits Vop(限制值)
Composite Vop(合成操作)
Ramp Parameter Vop(渐变参数)
//11
Primitive Intrinsic Vop(读取面的固有属性)
Primitive Normal Vop(UV处面法线)
Unique Value Count of Attribute Vop(性的唯一值的数)
Unique Value of Attribute Vop(属性中有多少种数值)
Relative to Bounding Box Vop(边界框相对位置)
Relative to Point Bounding Box Vop(边界框相对位置)
Contour Vop(轮廓)If Connected Vop(判断输出哪个结果)
ls Connected Vop(判断是否有数据连入)
//12
Plane Clip Vop(平面裁切)
Box Clip Vop(方盒子裁切)
Soft Clip Vop(软裁切)
Environment Map Vop(环境贴图)
Trigonometric Functions Vop(三角函数)
Tangent Vop(正切函数)
Arc Tangent(Atan2)Vop(反正切函数)
ls Finite Vop(是否为有限数)
Is NaN Vop(是否为无穷数)
Distance Vop(两点间距离)
//13
Distance Point to Line Vop(点线之间距离)
In Group Vop(是否在组中)
Point Bounding Box Vop(几何体边界相)
Minimum Position Vop(离指定位置最近面的位置)
Near Point Vop(找到最近的点)
Neighbour Count Vop(几何体相邻点的数量)
Neighbour Vop(索引指定点的某个邻近点)
//14
Neighbours Vop(返回邻近点列表)
Surface Distance Vop(点与来源点组之间的最短距离)
XYZ Distance Vop(指定元素与曲面的最近距离)
Displace Along Normal Vop(沿法线置换)
Intersect Vop(射线和几何体相交)
Primitive Attribute Vop(面指定UV处的属性)
//15
Intersect All Vop(射线与几何体所有相交点)
Block Begin For-Each Vop(For-Each循环块开始)
Block End Vop(块结尾)
Character to String Vop(ASIC码转字符)
String to Character Vop(字符转ASIC码)
Is Alphabetic Vop(是否为字符)
ls Digit Vop(是否为数字)
String Length Vop(字符串长度)
Split String Vop(分隔字符串)
Join Strings Vop(连接字符串)
//16
String Ends With Vop(以某字符串结尾)
Strip Vop(去除空格字符)
String Starts With Vop(以某字符串开头)
Title Case Vop(首字符大写)
To Lower Case Vop(转为小写)
To Upper Case Vop(转为大写)
Array Append Vop(数组追加元素)
Array Arg Sort Vop(数组排序后的索引值列表)
Array Reorder Vop(数组按索引表排序)
Array Sort Vop(数组递增)
Array Length Vop(数组长度)
Array Pop Vop(数组弹出元素)
Set Array Element Vop(数组元素赋值)
//17
Array Remove Index Vop(移除指定索引项)
Array Contains Vop(值是否存在数组中)
Array Remove Value Vop(移除数组中某值)
Array Find Index Vop(搜索到的第一个位置索引)
Array Reverse Vop(数组反向)
Array Find Indices Vop(所有搜索到的索引号)
Array Slice Vop(数组切片)
Array Insert Vop(数组插入)
Get Array Element Vop(获取数组元素)
//18
Boxes Vop(方块图案)
Cellular Noise Vop(细胞扰乱图案)
Ripples Vop(连漪图案)
Crackle Vop(龟裂图案)
Oscillations Vop(震荡图案)
Rainbow Vop(彩虹图案)
Rings Vop(环形图案)
Veins Vop(血管图案)
//19
Ramps Vop(渐变图案)
Anti-Aliased Flow Noise Vop(抗锯齿流动扰乱)
Rounded Stars Vop(圆角星图案)
Anti-Aliased Noise Vop(抗锯齿扰乱)
Soft Dots Vop(点点图案)
Curl Noise Vop(旋度扰乱)
Stripes Vop(条状图案)
Curl Noise 2D Vop(自由分散2D噪波)
Tiled Hexagons Vop(交错六角形图案)
Tiled Boxes Vop(交错方形图案)
Flow Noise Vop(流动扰乱)
Mandelbrot Set Vop(曼德布洛集合)
Turbulent Noise Vop(扰乱)
Rounded Hexes Vop(六边形图案)
Voronoi Noise Vop(Vorono扰乱图案)
//20
Unified Noise Vop(统 扰乱)
Unified Noise - Static Vop(静态的统一扰乱)
Periodic Worley Noise Vop(周期的沃利噪波)
Worley Noise Vop(沃利噪波)
Periodic Noise Vop(周期性扰乱)
Block End Vop(块结尾)B
lock Begin For Vop(For块开始)
//21
Point Cloud Find Radius Vop(半径范围内点云搜索)
Point Cloud Find Vop(返回找到的点列表)
Point Cloud Open Vop(打开点云)
Point Cloud Filter Vop(点云过滤结果)
Point Cloud Num Found Vop(点云找到点的数量)
Point Cloud Import by Index Vop(点云按索引号导入数据)
Point Cloud Farthest Vop(点云找到的最远点间的距离)
//22
Type Convert Vop(类型转换)
Vector to Vector2 Vop(向量转向量2)
Float to Vector2 Vop(浮点转向量2)
Vector2 to Float Vop(向量2转浮点)
Vector2 to Vector Vop(向量2转向量)
Cross Product Vop(向量叉乘)
Dot Product Vop(向量点乘)
Reflect Vop(向量反射)
Refract Vop(向量折射)
//23
Transform Matrix Vop(矩阵变换)
Make Transform Vop(生成4X4变换矩阵)
Invert Vop(逆矩阵)
Float to Matrix Vop(浮点转矩阵)
Matrix to Float Vop(矩阵转浮点)
Float to Matrix3 Vop(浮点转矩阵3)
Matrix3 to Float Vop(矩阵3转浮点)
Float to Matrix2 Vop(浮点转矩阵2)
Matrix2 to Float Vop(矩阵2转浮点)
//24
Matrix3 to Quaternion Vop(矩阵3转四元数)
Float to Vector4 Vop(浮点转向量4)
Scale Vop(矩阵缩放)
Rotate Vop(矩阵旋转)
Translate Vop(矩阵位移)
Matrix2 to Matrix3 Vop(矩阵2转矩阵3)
Quaternion Vop(生成四元数
Matrix3 to Vector Vop(矩阵3转向量
Quaternion to Matrix3 Vop(四元数转矩阵3)
Matrix2 to Matrix4 Vop(矩阵2转矩阵4)
Vector to Quaternion Vop(向量转四元数)
Vector to Vector4 Vop(向量转向量4)
Matrix to Vector4 Vop(矩阵转向量4)
Matrix3 to Matrix2 Vop(矩阵3转矩阵2)
Quaternion to Angle/Axis Vop(四元数转轴角)
Euler to Quaternion Vop(欧拉转四元数)
Matrix3 to Matrix4 Vop(阵3转矩阵4)
//25
Color Transform Vop(颜色空间变换)
Make Space Transform Vop(构建一个4X4的变换矩阵)
Vector2 to Vector4 Vop(向量2转向量4)
Vector4 to Matrix Vop(向量4转矩阵)
Matrix4 to Matrix2 Vop(阵4转矩阵2)
Vector to Matrix3 Vop(向量转矩阵3)
Vector4 to Float Vop(向量4转浮点)
Vector2 to Matrix2 Vop(向量2转矩阵2)
Get Matrix Component Vop(获取短阵某组件)
Extract Transform Vop(提取位移,旋转或缩放分量)
Get Matrix2 Component Vop(获取短阵2某组件)
Get Matrix3 Component Vop(获取矩阵3某组件)
Matrix2 to Vector2 Vop(矩阵2转向量2)
Vector4 to Vector Vop(向量4转向量)
Matrix4 to Matrix3 Vop(矩阵4转矩阵3)
Vector4 to Vector2 Vop(向量4转向量2)
Set Matrix Component Vop(赋值矩阵组件)
Set Matrix2 Component Vop(赋值矩阵2组件)
Set Matrix3 Component Vop(赋值矩阵3组件)
OCIO Transform Vop(变换颜色空间)
//26
Align Vop(向量到向量的变换矩阵)
Quaternion Multiply Vop(四元数相乘)
Smooth Rotation Vop(平滑弧度旋转)
Quaternion Distance Vop(四元值之间的角度)
Orient Vop(矩阵调整向量方向)
Quaternion Invert Vop(四元数取反)
Rotate by Quaternion Vop(四元数旋转向量)
//27
Block End Break-lf Vop(for-until块结尾)
Block Begin For Vop(For块开始)
Block Begin For-Each Vop(For-each块开始)
UV Position Vop(变换UV坐标)
Attenuated Falloff Vop(衰减)
Spherical Linear Interp Vop(球面线性插值)
//28
From Polar Vop(极坐标到笛卡尔坐标)
To Polar Vop(笛卡尔坐标转极坐标)
Look At Vop(天量生成3X3旋转矩阵)
From NDC Vop(NDC坐标转世界坐标)
To NDC Vop(世界坐标转成NDC坐标)
Outer Product Vop(外积)
Block Begin Vop(循环块开始)
Block End While Vop(While块结尾)
Block Begin If Vop(lf块开始)
//29
Volume Resolution Vop(体积分辨率)
Volume Index Vop(体积中体素的浮点值)
Volume Index to Pos Vop(指定索引体素的位置)
Volume Pos to Index Vop(空间位置最近的体素索引号)
Volume Sample Vop(体积标量采样)
Volume Sample Vector Vop(体积矢量采样
)Volume Index Vector Vop(体积体素的向量值)
Advect by Volumes Vop(体积平流传输后的位置)
Volume Gradient Vop(体积的梯度)
Output Variables and Parameters Vop(输出变量及参数)
Global Variables Vop(全局变量)
Collect Vop(收集多种着色器合成为一个材质)
//30
Bricker Vop(砖墙纹理)
Checkered Vop(黑白格子图案)
Eggshell Pattern Vop(蛋壳图案)
Burlap Pattern Vop(麻袋纹理图案)
Cavities Vop(表面空洞损伤置换)
Splatter Vop(液体飞溅图案)
Bump Noise Vop(凹凸扰乱置换)
Gingham Checks Vop(布条状格子图案)
Wire Pattern Vop(栅格线图案)
Lighting Model Vop(光照模型)
//31
Cellular Cracks Vop(细胞分裂图案置换)
Burlap Vop(麻袋纹理图案置换)
Furrows Vop(纹图案置换)
Waves Vop(水波置换)
Scales Vop(鳞片状图案置换)
Displace Along Normal Vop(沿法线置换)
Displacement Texture Vop(贴图置换)
Pyro Shader Vop(烟火着色器)
Displace Vop(置换曲面位置)
Principled Shader Vop(万能着色器)
Two Sided Vop(双面材质))
Texture Vop(材质贴图)
Rest Position Vop(不同空间的静止位置转换)
//31
Direct Lighting Vop(直接照明)
Indirect Lighting Vop(间接照明)
Decal Vop(贴图纹理合成)
Toon Color Shader Vop(卡通材质)
Fresnel Vop(计算菲尼尔)
Is Front Face Vop(判断曲面正反)
Edge Falloff Vop(中心到边缘光滑衰减)
Irradiance Vop(全局照明)
Rounded Edge Vop(圆角材质)
Matte Vop(蒙板材质)
//32
PBR Diffuse Vop(产生标准化的漫反射)
bsdfConserve Energy Vop(能量守恒)
Ray Bounce Level Vop(光线反弹级别)
Specular Vop(计算高光)
Physical SSS Vop(基于物理的次表面散射模型)
PBR Lighting Vop(PBR计算照明)
Occlusion Vop(计算AO)
Oren-Nayar Vop(Oren-Nayar漫反射光照模型)
Lambert Vop(Lambert光照模型Ambient Vop(环境光照模型)
//33
PBR Emission Vop(PBR自发光)
ompute Lighting Vop(计算光照)
Layer Pack Vop(层打包)
Conductor Fresnel Vop(导电材质的反射系数)
Layer Unpack Vop(材质层解包提取某组件)
PBR Metallic Reflection Vop(计算金属反射)
PBR SSS Vop(生成近似的SSS BSDF)
Specular Sheen Vop(高光+菲涅尔)
//34
PBR Non-Metallic Vop(非金属材料的反射和折射)
Surface Color Vop(表面颜色)
Brushed Metal Shader Core Vop(拉丝金属着色器)
Shadow Matte Vop(阴影蒙板)
Principled Shader Core Vop(万能材质内核)
Principled Shader Vop(万能材质)
SSS Component Vop(添加能量守恒功)
Skin Shader Core Vop(皮肤着色器)
BSDF Tint Vop(BSDF染色)
Curvature Vop(曲面曲率)
Hair Shader Core Vop(毛发着色器内核)
Hair Shader Vop(毛发着色器)
Classic Shader Core Vop(经典着色器内核)
Pyro Shader Vop(烟火着色器)
Classic Shader Vop(经典着色器)
Pyro Shader Core Vop(烟火着色器内核)
Volume Shader Core Vop(体积着色器内核)
//35
UV Noise Vop(UV扰乱)
Set Layer Component Vop(设置材质层中某组件的值)
Transform Vop(不同空间之间变换)
Layer Mix Vop(层混合)
Layer Composite Vop(材质层合并)
Thin Film Fresnel Vop(薄膜反射和折射)
Volume Density to Opacity Vop(根据体积的密度计算其不透明度)
PBR Volume Phase Function Vop(根据体积相位生成BSDF)
//36
Struct Pack Vop(结构体打包)
Struct Vop(调整结构体)
Struct Unpack Vop(从结构体中提取一个或多个值)
General Fresnel Vop(计算具有或不具有深度的物体的菲涅耳反射或折射的贡献)
Render State Vop(获得渲染器的状态信息)
Filter Step Vop(计算阶梯函数的抗锯齿权重)
//37
Get Layer Export Vop(获得着色器层结构体中的变量值)
Set Layer Export Vop(为着色器层结构体添加层输出)
Properties Vop(添加着色器属性)
PBR Single Scatter Vop(单一的次表面散射BSDF)
Reflected Light Vop(计算反射光线数量)
Refracted Light Vop(计算折射光线数量)
Switch Lighting BSDF Vop(直接和间接光照用不同的BSDF)
//38
Shading Layer Parameter Vop(着色器层参数)
Bump To Normal Map Vop(凹凸贴图转换为切线空间法线贴图)
UV Transform Vop(染时进行UV变换)
Trace Vop(追踪光线返回颜色)
UV Project Vop(UV投射)
UV Planar Project Vop(UV平面投射)
UV Tri-Planar Project Vop(XYZ三平面投射纹理贴图)
Shader Call Export Variables Vop(着色器导出变量)
Get Primitive ID Vop(返回面ID)
Delayed Load Procedural Vop(延时加载几何体)