Houdini 18.5 Nodes Geometry nodes geometry node 列1
Adapt to Terrain 适应地形
Adapts a character’s skeleton to conform to terrain. 调整角色的骨架以适应地形。
Adaptive Prune 自适应修剪
Removes elements while trying to maintain the overall appearance. 在试图保持整体外观的同时移除元素。
Add(添加点) 增加
Creates Points or Polygons, or adds points/polys to an input. 创建点或多边形,或将点/多边形添加到输入中。
Line 线条
Creates polygon or NURBS lines from a position, direction, and distance. 根据位置、方向和距离创建多边形或NURBS线。
Alembic(从abc文件导入) 蒸馏器
Loads the geometry from an Alembic scene archive (.abc) file into a geometry network. 从Alembic场景存档(。abc)文件导入几何网络。
Alembic Group 阿伦比奇集团
Creates a geometry group for Alembic primitives. 为基本体创建几何体组。
Alembic Primitive 阿莱姆比克原始
Modifies intrinsic properties of Alembic primitives. 修改Alembic基元的内在属性。
Alembic ROP output driver Alembic ROP输出驱动程序
Align(对齐) 排列
Aligns a group of primitives to each other or to an auxiliary input. 将一组图元相互对齐或与辅助输入对齐。
Assemble(创建pieces属性) 装配
Cleans up a series of break operations and creates the resulting pieces. 清理一系列打断操作并创建结果片段。
Attach Control Geometry 附加控制几何图形
Creates control geometry for SOP-based KineFX rigs. 为基于SOP的KineFX绑定创建控制几何体。
Attribute Adjust Float(修改float属性值) 属性调整浮动
Modifies floating point attribute values on the incoming geometry. 修改引入几何体上的浮点属性值。
Attribute Adjust Integer(调整int属性值) 属性调整整数
Modifies integer attribute values on the incoming geometry. 修改引入几何体上的整数属性值。
Attribute Adjust Vector(vector调整) 属性调整向量
Modifies values for a vector-type attribute on the incoming geometry. 修改引入几何体上矢量类型属性的值。
Attribute Blur(数据过渡效果) 属性模糊
Blurs out (or "relaxes") points in a mesh or a point cloud. 模糊(或“放松”)网格或点云中的点。
Attribute Cast 属性转换
Changes the size/precision Houdini uses to store an attribute. 更改Houdini用来存储属性的大小/精度。
Attribute Composite 属性复合
Composites vertex, point, primitive, and/or detail attributes between two or more selections. 在两个或多个选择之间合成顶点、点、基本体和/或细节属性。
Attribute Copy(属性复制) 属性复制
Copies attributes between groups of vertices, points, or primitives. 在顶点、点或基本体组之间复制属性。
Attribute Create(创建属性) 属性创建
Adds or edits user defined attributes. 添加或编辑用户定义的属性。
Attribute Delete(删除属性) 属性删除
Deletes point and primitive attributes. 删除点和基本属性。
Attribute Expression(使用vex修改属性) 属性表达式
Allows simple VEX expressions to modify attributes. 允许简单的VEX表达式修改属性。
Attribute Fade(属性过渡效果) 属性淡化
Fades a point attribute in and out over time. 随时间淡入淡出点属性。
Attribute From Pieces(从PIECES获取属性) 片段的属性
Assigns an attribute to points specifying which of a set of models should be copied/instanced to that point, randomly or based on various rules. 随机或基于各种规则为点指定属性,指定应将一组模型中的哪一个复制/实例化到该点。
Attribute Interpolate(属性插值) 属性插值
Interpolates attributes within primitives or based on explicit weights. 在图元内或基于显式权重对属性进行插值。
Attribute Mirror(属性镜像) 属性镜像
Copies and flips attributes from one side of a plane to another. 将属性从平面的一侧复制和翻转到另一侧。
Attribute Noise(随机化属性) 属性噪声
Adds or generates noise in geometry attributes. 在几何体属性中添加或生成噪波。
Attribute Paint(绘制属性) 属性绘画
Interactively paint point attributes, such as color or deformation mask values, directly on geometry. 直接在几何体上交互式绘制点属性,如颜色或变形遮罩值。
Attribute Promote(属性转换) 属性提升
Promotes or demotes attributes from one geometry level to another. 将属性从一个几何级别提升或降级到另一个几何级别。
Attribute Randomize(属性随机化) 属性随机化
Generates random attribute values of various distributions. 生成各种分布的随机属性值。
Attribute Remap(重映射属性) 属性重映射
Fits an attribute’s values to a new range. 使属性值适应新的范围。
Attribute Rename(属性重命名) 属性重命名
Renames or deletes point and primitive attributes. 重命名或删除点和基本属性。
Attribute Reorient(属性重定向) 属性重定向
Modifies point attributes based on differences between two models. 基于两个模型之间的差异修改点属性。
Attribute String Edit(字符串属性编辑) 属性字符串编辑
Edits string attribute values. 编辑字符串属性值。
Attribute Swap(交换属性) 属性交换
Copies, moves, or swaps the contents of attributes. 复制、移动或交换属性的内容。
Attribute Transfer(属性转移) 属性转移
Transfers vertex, point, primitive, and/or detail attributes between two models. 在两个模型之间传递顶点、点、基本体和/或细节属性。
Attribute Transfer By UV(通过UV转移属性) 通过UV进行属性传递
Transfers attributes between two geometries based on UV proximity. 基于UV接近度在两个几何体之间传递属性。
Attribute VOP(VOP节点) 属性VOP
Runs a VOP network to modify geometry attributes. 运行VOP网络以修改几何属性。
Attribute Wrangle(VEX节点) 属性争论
Runs a VEX snippet to modify attribute values. 运行VEX代码片段来修改属性值。
Attribute from Map(从绘图中创造属性) 地图中的属性
Samples texture map information to a point attribute. 将纹理贴图信息采样到点属性。
Attribute from Parameters(参数创建属性) 参数的属性
Creates a dictionary attribute filled with parameter values. 创建用参数值填充的字典属性。
Attribute from Volume(属性来于体积) 卷中的属性
Copies information from a volume onto the point attributes of another piece of geometry, with optional remapping. 将卷中的信息复制到另一个几何体的点属性上,可以选择重新映射。
Bake ODE 烘焙颂歌
Converts primitives for ODE and Bullet solvers. 为颂歌和项目符号解算器转换基本体。
Bake Volume(烘焙体积) 烘焙体积
Computes lighting values within volume primitives 计算体积图元内的照明值
Ballistic Path 弹道轨迹
Generates ballistic projectile paths from the incoming points. 从入射点生成弹道射弹路径。
Basis 基础
Provides operations for moving knots within the parametric space of a NURBS curve or surface. 提供在NURBS曲线或曲面的参数空间内移动结的操作。
Bend(弯曲) 弯曲
Applies captures such as bend, twist, taper, and squash/stretch. 应用捕捉,如弯曲、扭曲、锥化和挤压/拉伸。
Blast(删除) 爆炸
Deletes primitives, points, edges or breakpoints. 删除图元、点、边或断点。
Blend Shapes( 混合形状
Computes a 3D metamorphosis between shapes with the same topology. 计算具有相同拓扑的形状之间的三维变形。
Block Begin 阻止开始
The start of a looping block. 循环块的开始。
Block Begin Compile 块开始编译
The start of a compile block. 编译块的开始。
Block End 闭塞结束
The end/output of a looping block. 循环块的结束/输出。
Block End Compile 块结束编译
The end/output of a compile block. 编译块的结束/输出。
Bone Capture 骨捕获
Supports Bone Deform by assigning capture weights to bones. 通过为骨骼指定捕捉权重来支持骨骼变形。
Bone Capture Biharmonic 骨俘获双调和
Supports Bone Deform by assigning capture weights to points based on biharmonic functions on tetrahedral meshes. 通过基于四面体网格上的双调和函数为点指定捕捉权重来支持骨骼变形。
Bone Capture Lines 骨捕获线
Utility node that supports Bone Capture Biharmonic by creating lines from bones with suitable attributes. 通过从具有适当属性的骨骼创建线来支持骨骼捕捉双调和的工具节点。
Bone Capture Proximity 骨捕获接近度
Supports Bone Deform by assigning capture weights to points based on distance to bones. 通过根据到骨骼的距离为点指定捕捉权重来支持骨骼变形。
Bone Deform 骨骼变形
Uses capture attributes created from bones to deform geometry according to their movement. 根据骨骼的运动,使用从骨骼创建的捕捉属性使几何体变形。
Bone Link 骨链
Creates default geometry for Bone objects. 为骨骼对象创建默认几何体。
Boolean 布尔代数学体系的
Combines two polygonal objects with boolean operators, or finds the intersection lines between two polygonal objects. 使用布尔运算符组合两个多边形对象,或查找两个多边形对象之间的相交线。
Boolean Fracture 布尔断裂
Fractures the input geometry using cutting surfaces. 使用切割曲面断开输入几何。
Bound 束缚
Creates a bounding box, sphere, or rectangle for the input geometry. 为输入几何创建边界框、球体或矩形。
Box 箱子
Creates a cube or six-sided rectangular box. 创建立方体或六面矩形盒。
Bulge 膨胀
Deforms the points in the first input using one or more magnets from the second input. 使用第二个输入中的一个或多个磁铁使第一个输入中的点变形。
COP2 Network COP2网络
Imports 2d geometry from a Composite network. 从复合网络导入二维几何图形。
Cache 隐藏物
Records and caches its input geometry for faster playback. 记录并缓存其输入几何以加快回放速度。
Cap 帽子
Closes open areas with flat or rounded coverings. 用平面或圆形覆盖物封闭开放区域。
Capture Attribute Pack 捕获属性包
Converts array attributes into a single index-pair capture attribute. 将数组属性转换为单个索引对捕获属性。
Capture Attribute Unpack 捕获属性解包
Converts a single index-pair capture attribute into per-point and detail array attributes. 将单个索引对捕获属性转换为每点和细节数组属性。
Capture Correct 捕获正确
Adjusts capture regions and capture weights. 调整采集区域和采集权重。
Capture Layer Paint 捕获层涂料
Lets you paint capture attributes directly onto geometry. 允许您将捕捉属性直接绘制到几何体上。
Capture Mirror 捕捉镜
Copies capture attributes from one half of a symmetric model to the other. 将捕获属性从对称模型的一半复制到另一半。
Capture Override 捕获覆盖
Overrides the capture weights on individual points. 覆盖单个点上的捕捉权重。
Capture Packed Geometry 捕获压缩几何图形
Rigidly capture input packed geometry to a SOP skeleton. 将输入打包几何图形严格捕获到SOP框架中。
Capture Region 捕获区域
Supports Capture and Deform operation by creating a volume within which points are captured to a bone. 通过创建一个体积来支持捕捉和变形操作,在该体积中将点捕捉到骨骼。
Carve 切开
Slices, cuts or extracts points or cross-sections from a primitive. 从图元中切片、切割或提取点或横截面。
Chain 链子
Repeats one or more pieces of geometry along a curve. 沿曲线重复一段或多段几何图形。
Channel(通道) 频道
Reads sample data from a chop and converts it into point positions and point attributes. 从chop中读取样本数据并将其转换为点位置和点属性。
Character Blend Shapes 字符混合形状
Applies blend shapes to a KineFX character’s geometry using the weight attributes on its skeleton. 使用骨骼上的权重属性将混合形状应用到KineFX角色的几何体。
Character I/O 字符输入输出
Packs Character mesh, capture pose and animation, saves them to disk, and loads them back again. 打包角色网格,捕捉姿势和动画,将它们保存到磁盘,然后再次加载它们。
Character Pack 字符包
Creates a packed geometry primitive from a rest geometry, skeleton, and animation inputs. 从静止几何体、骨架和动画输入创建打包几何体基本体。
Character Unpack 字符解包
Extracts the rest geometry, skeleton, and animation from an packed geometry primitive. 从打包的几何体基本体中提取其余几何体、骨架和动画。
Circle 圆
Creates open or closed arcs, circles and ellipses. 创建开放或封闭的圆弧、圆和椭圆。
Circle from Edges 从边缘开始画圆
Transforms selected geometry into a circle. 将选定的几何图形转换为圆形。
Clay 黏土
Lets you deform NURBS faces and NURBS surfaces by pulling points that lie directly on them. 通过拖动直接位于NURBS面和NURBS曲面上的点,可以使它们变形。
Clean 干净的
Helps clean up dirty models. 帮助清理脏模型。
Clip 夹子
Removes or groups geometry on one side of a plane, or creases geometry along a plane. 移除或分组平面一侧的几何图形,或沿平面对几何图形进行折痕处理。
Cloth Capture 布料捕捉
Captures low-res simulated cloth. 捕捉低分辨率模拟布料。
Cloth Deform 布料变形
Deforms geometry captured by the Cloth Capture SOP. 变形布料捕获SOP捕获的几何体。
Cloud 云
Creates a volume representation of source geometry. 创建源几何图形的体积表示。
Cloud Light 云光
Fills a volume with a diffuse light. 用漫射光填充体积。
Cloud Noise 云噪声
Applies a cloud like noise to a Fog volume. 将类似云的噪波应用到雾体积。
Cluster 串
Low-level machinery to cluster points based on their positions (or any vector attribute). 基于点的位置(或任何向量属性)对点进行聚类的低级机器。
Cluster Points 聚类点
Higher-level node to cluster points based on their positions (or any vector attribute). 基于点的位置(或任何矢量属性)对点进行聚类的高级节点。
Collision Source 碰撞源
Creates geometry and VDB volumes for use with DOPs collisions. 创建几何体和VDB体积以用于DOPs碰撞。
Color 颜色
Adds color attributes to geometry. 向几何体添加颜色属性。
Comb 梳子
Adjust surface point normals by painting. 通过绘画调整曲面点法线。
Compute Rig Pose 计算装备姿势
Evaluates a multiparm of transform parameters and applies them to the input skeleton. 评估多对变换参数并将其应用于输入骨架。
Compute Transform 计算转换
Recomputes world space or local space transforms for points in a hierarchy. 为层次中的点重新计算世界空间或局部空间变换。
Configure Clip Info 配置片段信息
Edits properties of a skeleton animation or motion clip. 编辑骨架动画或运动剪辑的属性。
Connect Adjacent Pieces 连接相邻的部分
Creates lines between nearby pieces. 在相邻部分之间创建线条。
Connectivity 连通性
Creates an attribute with a unique value for each set of connected primitives or points. 为每组连接的基本体或点创建具有唯一值的属性。
Control 控制
Creates simple geometry for use as control shapes. 创建用作控制形状的简单几何图形。
Convert 皈依者
Converts geometry from one geometry type to another. 将几何从一种几何类型转换为另一种类型。
Convert HeightField 转换高度场
Converts a 2D height field to a 3D VDB volume, polygon surface, or polygon soup surface. 将2D高度场转换为3D VDB体、多边形表面或多边形汤表面。
Convert Line 转换线
Converts the input geometry into line segments. 将输入几何转换为线段。
Convert Meta 转换元
Polygonizes metaball geometry. 多边形化变形球几何体。
Convert Tets 转换Tets
Generates the oriented surface of a tetrahedron mesh. 生成四面体网格的定向曲面。
Convert VDB 皈依VDB教
Converts sparse volumes. 转换稀疏卷。
Convert VDB Points 转换VDB积分
Converts a Point Cloud into a VDB Points Primitive, or vice versa. 将点云转换为VDB点图元,反之亦然。
Convert Volume 转换音量
Converts the iso-surface of a volume into a polygonal surface. 将体积的等值面转化为多边形曲面。
Convex Decomposition 凸分解
Decomposes the input geometry into approximate convex segments. 将输入几何分解为近似凸线段。
Copy Stamp 复印邮票
Creates multiple copies of the input geometry, or copies the geometry onto the points of the second input. 创建输入几何的多个副本,或将几何复制到第二个输入的点上。
Copy and Transform 复制和转换
Copies geometry and applies transformations to the copies. 复制几何体并将变换应用于副本。
Copy to Curves 复制到曲线
Copies geometry in the first input onto curves of the second input. 将第一个输入中的几何图形复制到第二个输入的曲线上。
Copy to Points 复制到点
Copies geometry in the first input onto the points of the second input. 将第一个输入中的几何图形复制到第二个输入的点上。
Crease 折痕
Manually adds or removes a creaseweight attribute to/from polygon edges, for use with the Subdivide SOP. 手动向/从多边形边添加或移除creaseweight属性,用于细分SOP。
Creep 蔓延
Deforms and animates a piece of geometry across a surface. 对曲面上的一段几何体进行变形和动画制作。
Cross Section Surface 横截面表面
Creates a surface around cross sections. 在横截面周围创建曲面。
Crowd Source 人群来源
Populates a crowd of agent primitives. 填充一群代理原语。
Curve 曲线
Creates polygonal, NURBS, or Bezier curves. 创建多边形、NURBS或贝塞尔曲线。
Curveclay 曲线赛
Deforms a spline surface by reshaping a curve on the surface. 通过重塑曲面上的曲线来变形样条曲面。
Curvesect 曲线截面
Finds the intersections (or points of minimum distance) between two or more curves or faces. 查找两条或多条曲线或面之间的交点(或最小距离点)。
DOP I/O DOP输入输出
Imports fields from DOP simulations, saves them to disk, and loads them back again. 从DOP模拟中导入场,将其保存到磁盘,然后再次加载回来。
DOP Import Fields DOP导入字段
Imports scalar and vector fields from a DOP simulation. 从DOP模拟中导入标量场和矢量场。
DOP Import Records DOP进口记录
Imports option and record data from DOP simulations into points with point attributes. 将选项和记录数据从DOP模拟导入到具有点属性的点中。
DOP Network DOP网络
Debris Source 碎片源
Generates point emission sources for debris from separating fractured rigid body objects. 从分离的断裂刚体对象中为碎片生成点发射源。
Deformation Wrangle 变形角力
Runs a VEX snippet to deform geometry. 运行VEX片段以使几何体变形。
Delete 删除
Deletes input geometry by group, entity number, bounding volume, primitive/point/edge normals, and/or degeneracy. 按组、实体编号、包围体、图元/点/边法线和/或退化删除输入几何体。
Delete Joints 删除关节
Delete Joints on a SOP Rig. 删除SOP钻机上的接头。
DeltaMush DeltaMush
Smooths out (or "relaxes") point deformations. 平滑(或“放松”)点变形。
Denoise AI 降噪AI
Uses machine-learning algorithms to denoise images with high quality and speed. 使用机器学习算法以高质量和高速度对图像进行降噪。
Detangle 理顺
Attempts to prevent collisions when deforming geometry. 变形几何体时尝试防止碰撞。
Dissolve 溶解
Deletes edges from the input polygonal geometry merging polygons with shared edges. 从输入多边形几何中删除边,合并具有共享边的多边形。
Distance Along Geometry 沿几何图形的距离
Measures the distance of the shortest path along the geometry’s edges or surfaces from each start point. 测量从每个起点沿几何边或曲面的最短路径的距离。
Distance from Geometry 与几何图形的距离
Measures distance between each point and a reference geometry. 测量每个点和参考几何图形之间的距离。
Distance from Target 离目标的距离
Measures distance of each point from a target. 测量每个点与目标的距离。
Divide 划分
Divides, smooths, and triangulates polygons. 分割、平滑和三角化多边形。
Dop Import Dop导入
Imports and transforms geometry based on information extracted from a DOP simulation. 基于从DOP仿真中提取的信息导入和转换几何图形。
Draw Curve 绘制曲线
Creates a curve based on user input in the viewport. 基于视口中的用户输入创建曲线。
Draw Guides 绘制参考线
Dynamic Warp 动态翘曲
Dynamically Time-warps the first input (the Source) using the second input (the Reference) as a reference. 使用第二个输入(参考)作为参考,对第一个输入(源)进行动态时间扭曲。
Each 每个
Culls the input geometry according to the specifications of the For Each SOP. 根据每个SOP的规范挑选输入几何。
Edge Collapse 边缘塌陷
Collapses edges and faces to their centerpoints. 将边和面收拢到中心点。
Edge Cusp 边缘尖点
Sharpens edges by uniquing their points and recomputing point normals. 通过唯一化边的点并重新计算点法线来锐化边。
Edge Divide 边缘分割
Inserts points on the edges of polygons and optionally connects them. 在多边形的边上插入点,并选择性地连接它们。
Edge Equalize 边缘均衡器
Transforms selected edges so that all edges are of equal length. 变换选定的边,使所有边的长度相等。
Edge Flip 边缘翻转
Flips the direction of polygon edges. 翻转多边形边的方向。
Edge Fracture 边裂缝
Cuts geometry along edges using guiding curves. 使用引导曲线沿边切割几何图形。
Edge Straighten 边缘拉直
Straightens selected edges. 拉直选定的边。
Edge Transport 边缘运输
Copies and optionally modifies attribute values along edges networks and curves. 沿着网络和曲线的边复制属性值,并根据需要修改属性值。
Edit 编辑
Edits points, edges, or faces interactively. 交互式编辑点、边或面。
Ends 结束
Closes, opens, or clamps end points. 关闭、打开或夹紧端点。
Enumerate 列举
Sets an attribute on selected points or primitives to sequential numbers or strings. 将选定点或图元的属性设置为连续数字或字符串。
Error 错误
Generates a message, warning, or error, which can show up on a parent asset. 生成可以在父资产上显示的消息、警告或错误。
Exploded View 分解图
Pushes geometry out from the center to create an exploded view. 从中心推出几何图形以创建分解视图。
Export Object Transforms 导出对象转换
Export transform attributes to object nodes. 将变换属性导出到对象节点。
Extract Centroid 提取质心
Computes the centroid of each piece of the geometry. 计算每个几何图形的质心。
Extract Locomotion 提取运动
Extracts translation and orientation from a character using a given input joint. 使用给定的输入关节从角色中提取平移和方向。
Extract Point from Curve 从曲线中提取点
Creates new points where an interpolated attribute has a certain value on a curve. 在曲线上插值属性具有特定值的位置创建新点。
Extract Transform 提取转换
Computes the best-fit transform between two pieces of geometry. 计算两个几何体之间的最佳变换。
Extrude(挤出) 挤压出
Extrudes geometry along a normal. 沿法线挤出几何图形。
Extrude Volume(体积式挤出) 挤出体积
Extrudes surface geometry into a volume. 将曲面几何体挤出到体积中。
FBIK Configure Joints FBIK配置关节
Configures joint properties used by full-body inverse kinematics solvers. 配置全身反向运动学解算器使用的关节属性。
FBIK Configure Targets FBIK配置目标
Configures joint properties used by full-body inverse kinematics solvers. 配置全身反向运动学解算器使用的关节属性。
FBX Animation Import FBX动画进口
Import animation from an FBX file as a geometry-based skeleton. 从FBX文件导入动画作为基于几何体的骨架。
FBX Character Import FBX字符导入
Import a skinned character from an FBX file with animation. 从带有动画的FBX文件中导入蒙皮角色。
FBX Skin Import FBX皮肤进口
Import skin geometry from an FBX file. 从FBX文件导入蒙皮几何图形。
FEM Validate 有限元验证
Visualizes the quality of a tetrahedral mesh. 可视化四面体网格的质量。
FEM Visualize 有限元可视化
FK Transfer FK转移
Transfer forward kinematic motion to a SOP-based skeleton 将正向运动学运动传递到基于SOP的骨架
FLIP Source 翻转源
Creates a surface or density VDB for sourcing FLIP simulations. 为源翻转模拟创建表面或密度VDB。
Facet(平滑) 方面
Controls the smoothness of faceting of a surface. 控制曲面刻面的平滑度。
Filament Advect 灯丝平流
Evolves polygonal curves as vortex filaments. 将多边形曲线演化为涡旋丝。
File 文件
Reads, writes, or caches geometry on disk. 读取、写入或缓存磁盘上的几何。
File Cache 文件缓存
Writes and reads geometry sequences to disk. 向磁盘写入和读取几何序列。
File Merge 文件合并
Reads and collates data from disk. 从磁盘读取和整理数据。
Fillet(桥接) 鱼片
Creates smooth bridging geometry between two curves or surfaces. 在两条曲线或曲面之间创建平滑的桥接几何体。
Filmbox FBX ROP output driver Filmbox FBX ROP输出驱动程序
Find Shortest Path 查找最短路径
Finds the shortest paths from start points to end points, following the edges of a surface. 沿着曲面的边查找从起点到终点的最短路径。
Fit 合适的
Fits a spline curve to points, or a spline surface to a mesh of points. 将样条曲线拟合到点,或将样条曲面拟合到点网格。
Fluid Compress 液体敷布
Compresses the output of fluid simulations to decrease size on disk 压缩流体模拟的输出以减小磁盘大小
Font(字体) 字体
Creates 3D text from Type 1, TrueType and OpenType fonts. 从Type 1、TrueType和OpenType字体创建3D文本。
Force(力) 力
Uses a metaball to attract or repel points or springs. 使用元球吸引或排斥点或弹簧。
Fractal(破碎) 不规则碎片形
Creates jagged mountain-like divisions of the input geometry. 创建输入几何的锯齿状山体分割。
Full Body IK 全身IK
Transfer a motion to a SOP-based skeleton using full-body inverse kinematics algorithm. 使用全身反向运动学算法将运动传递到基于SOP的骨骼。
Fur(毛发) 毛
Creates a set of hair-like curves across a surface. 在曲面上创建一组毛发状曲线。
Fuse(融合) 融合
Merges points. 合并点。
Geometry nodes 几何节点
Geometry nodes live inside Geo objects and generate geometry. 几何体节点位于Geo对象内部并生成几何体。
Glue Cluster 粘合簇
Adds strength to a glue constraint network according to cluster values. 根据聚类值增加粘合约束网络的强度。
Grain Source(颗粒) 谷物来源
Generates particles to be used as sources in a particle-based grain simulation. 生成在基于粒子的粒子模拟中用作源的粒子。
Graph Color 图表颜色
Assigns a unique integer attribute to non-touching components. 为非接触组件分配唯一的整数属性。
Grid(平面) 格子
Creates planar geometry. 创建平面几何图形。
Groom Blend 整饰混合
Blends the guides and skin of two grooms. 混合两个新郎的引导线和皮肤。
Groom Fetch 整理取货
Fetches groom data from grooming objects. 从整理对象中获取整理数据。
Groom Pack 新郎包
Packs the components of a groom into a set of named Packed Primitives for the purpose of writing it to disk. 将groom的组件打包到一组命名的打包原语中,以便将其写入磁盘。
Groom Switch 整理开关
Switches between all components of two groom streams. 在两个整理流的所有组件之间切换。
Groom Unpack 整理行李
Unpacks the components of a groom from a packed groom. 从包装好的新郎中取出新郎的组件。
组操作
Group(组) 组
Generates groups of points, primitives, edges, or vertices according to various criteria. 根据各种标准生成点、图元、边或顶点组。
Group Combine(组合并) 组合组合
Combines point groups, primitive groups, or edge groups according to boolean operations. 根据布尔运算组合点编组、图元编组或边编组。
Group Copy(复制) 群组副本
Copies groups between two pieces of geometry, based on point/primitive numbers. 基于点/图元编号在两个几何体之间复制组。
Group Delete(删除) 群组删除
Deletes groups of points, primitives, edges, or vertices according to patterns. 根据图案删除点、基本体、边或顶点组。
Group Expand(扩展) 群组扩展
Expands or shrinks groups of Edges, Points, Primitives, or Vertices. 扩展或收缩边、点、基本体或顶点组。
Group Expression(VEX组) 群体表达
Runs VEX expressions to modify group membership. 运行VEX表达式以修改组成员资格。
Group Find Path 组查找路径
Constructs groups for paths between elements. 为元素之间的路径构造组。
Group Joints 组合关节
Group Joints on a SOP Rig. 在SOP钻机上对接头进行分组。
Group Paint(绘制组) 群体绘画
Sets group membership interactively by painting. 通过绘画交互式设置组成员资格。
Group Promote(组转换) 群组升级
Converts point, primitive, edge, or vertex groups into point, primitive, edge, or vertex groups. 将点、基本体、边或顶点组转化为点、基本体、边或顶点组。
Group Range(组满园) 组范围
Groups points and primitives by ranges. 按范围对点和图元进行分组。
Group Rename(重命名) 组重命名
Renames groups according to patterns. 根据模式重命名组。
Group Transfer 群体转移
Transfers groups between two pieces of geometry, based on proximity. 基于接近度在两个几何体之间传递组。
Group by Lasso(套索分组) 按套索分组
Groups points and primitives by lasso. 通过套索对点和图元进行分组。
Group from Attribute Boundary 从属性边界分组
Creates a group that includes the boundaries of the specified attribute. 创建包含指定属性边界的组。
Guide Advect 指导建议
Advects guide points through a velocity volume. 通过速度体平流引导点。
Guide Collide With VDB 导游与VDB相撞
Resolves collisions of guide curves with VDB signed distance fields. 解决引导曲线与VDB符号距离场的冲突。
Guide Deform 导向变形
Deforms geometry with an animated skin and optionally guide curves. 使用动画蒙皮和可选引导曲线使几何体变形。
Guide Groom 导游马夫
Allows intuitive manipulation of guide curves in the viewport. 允许在视口中直观操纵导向曲线。
Guide Group 导游小组
Creates standard primitive groups used by grooming tools. 创建整理工具使用的标准基元组。
Guide Initialize 指南初始化
Quickly give hair guides some initial direction. 快速给头发导向一些初始方向。
Guide Mask 导向罩
Creates masking attributes for other grooming operations. 为其他整理操作创建屏蔽属性。
Guide Partition 导向隔板
Creates and prepares parting lines for use with hair generation. 创建并准备用于头发生成的分模线。
Guide Skin Attribute Lookup 指导皮肤属性查找
Looks up skin geometry attributes under the root point of guide curves. 在引导曲线的根点下查找蒙皮几何体属性。
Guide Tangent Space 引导切线空间
Constructs a coherent tangent space along a curve. 沿着曲线构建连贯的切线空间。
Guide Transfer 引导转移
Transfer hair guides between geometries. 在几何体之间传递头发导向。
Hair Card Generate 发卡生成
Converts dense hair curves to a polygon card, keeping the style and shape of the groom. 将浓密的头发曲线转化为多边形卡片,保持新郎的风格和形状。
Hair Clump 发束
Clumps guide curves together. 束将曲线引导到一起。
Hair Generate 毛发生成
Generates hair on a surface or from points. 在曲面上或从点生成头发。
Hair Growth Field 毛发生长领域
Generates a velocity field based on stroke primitives. 基于笔划基本体生成速度场。
地形
HeightField 海特菲尔德
Generates an initial heightfield volume for use with terrain tools. 生成用于地形工具的初始高度场体积。
HeightField Blur 高度场模糊
Blurs a terrain height field or mask. 模糊地形高度场或遮罩。
HeightField Clip HeightField剪辑
Limits height values to a certain minimum and/or maximum. 将高度值限制在某个最小值和/或最大值。
HeightField Copy Layer HeightField复制层
Creates a copy of a height field or mask. 创建高度字段或遮罩的副本。
HeightField Crop 高田作物
Extracts a square of a certain width/length from a larger height volume, or resizes/moves the boundaries of the height field. 从较大的高度体积中提取特定宽度/长度的正方形,或者调整高度字段的大小/移动高度字段的边界。
HeightField Cutout by Object 按对象的高度场剪切
Creates a cutout on a terrain based on geometry. 基于几何图形在地形上创建切口。
HeightField Distort by Layer 高度场按层扭曲
Displaces a height field by another field. 用另一个场替换一个高度场。
HeightField Distort by Noise 噪声导致的高度场失真
Advects the input volume through a noise pattern to break up hard edges and add variety. 通过噪波模式平流输入音量,以打破硬边并增加变化。
HeightField Draw Mask HeightField绘图遮罩
Lets you draw shapes to create a mask for height field tools. 允许您绘制形状以创建高度场工具的遮罩。
HeightField Erode 高地侵蚀
Calculates thermal and hydraulic erosion over time (frames) to create more realistic terrain. 计算一段时间内的热和水力侵蚀(帧)以创建更真实的地形。
HeightField Erode Hydro 高地侵蚀水文
Simulates the erosion from one heightfield sliding over another for a short time. 模拟一个高度场短时间滑过另一个高度场的侵蚀。
HeightField Erode Precipitation 高地侵蚀降水
Distributes water along a heightfield. Offers controls for adjusting the intensity, variability, and location of rainfall. 沿着高地分配水。提供调节降雨强度、可变性和位置的控制。
HeightField Erode Thermal 高度场侵蚀热
Calculates the effect of thermal erosion on terrain for a short time. 计算短期内热侵蚀对地形的影响。
HeightField File HeightField文件
Imports a 2D image map from a file or compositing node into a height field or mask. 将2D图像贴图从文件或合成节点导入高度场或遮罩。
HeightField Flow Field 高度场流场
Generates flow and flow direction layers according to the input height layer. 根据输入高度图层生成流向和流向图层。
HeightField Isolate Layer 高度场隔离层
Copies another layer over the mask layer, and optionally flattens the height field. 在遮罩层上复制另一个层,并选择性地展平高度字段。
HeightField Layer 高度场层
Composites together two height fields. 将两个高度场合成在一起。
HeightField Layer Clear HeightField层清除
Sets all values in a heightfield layer to a fixed value. 将heightfield层中的所有值设置为固定值。
HeightField Layer Property HeightField图层属性
Sets the border voxel policy on a height field volume. 在高度场体积上设置边界体素策略。
HeightField Mask by Feature 按特征划分的高度场掩膜
Creates a mask based on different features of the height layer. 基于高度图层的不同特征创建遮罩。
HeightField Mask by Object 按对象划分的高度场遮罩
Creates a mask based some other geometry. 基于其他几何体创建遮罩。
HeightField Mask by Occlusion 遮挡高度场掩模
Creates a mask where the input terrain is hollow/depressed, for example riverbeds and valleys. 在输入地形凹陷的地方创建掩膜,例如河床和山谷。
HeightField Noise 高地噪声
Adds vertical noise to a height field, creating peaks and valleys. 将垂直噪波添加到高度场中,产生波峰和波谷。
HeightField Output 高度场输出
Exports height and/or mask layers to disk as an image. 将高度和/或遮罩层作为图像导出到磁盘。
HeightField Paint 海特菲尔德涂料
Lets you paint values into a height or mask field using strokes. 允许您使用笔画将值绘制到高度或遮罩字段中。
HeightField Patch HeightField补丁
Patches features from one heightfield to another. 将要素从一个高度场修补到另一个高度场。
HeightField Pattern 高度场模式
Adds displacement in the form of a ramps, steps, stripes, Voronoi cells, or other patterns. 以斜坡、台阶、条纹、Voronoi像元或其他图案的形式添加位移。
HeightField Project 海特菲尔德项目
Projects 3D geometry into a height field. 将三维几何投影到高度场中。
HeightField Quick Shade 海特菲尔德快速遮光板
Applies a material that lets you plug in textures for different layers. 应用允许您为不同层插入纹理的材质。
HeightField Remap 高度场重映射
Remaps the values in a height field or mask layer. 重新映射高度字段或遮罩层中的值。
HeightField Resample HeightField重采样
Changes the resolution of a height field. 更改高度字段的分辨率。
HeightField Scatter 高度场散射
Scatters points across the surface of a height field. 在高度场的表面上分散点。
HeightField Slump 海特菲尔德滑塌
Simulates loose material sliding down inclines and piling at the bottom. 模拟松散材料滑下斜坡并堆积在底部。
HeightField Terrace 海特菲尔德台
Creates stepped plains from slopes in the terrain. 从地形中的斜坡创建阶梯式平原。
HeightField Tile Splice 海特菲尔德瓷砖拼接
Stitches height field tiles back together. 将高度场平铺缝合在一起。
HeightField Tile Split HeightField瓷砖分割
Splits a height field volume into rows and columns. 将高度场体积分割为行和列。
HeightField Transform HeightField变换
Height field specific scales and offsets. 高度场特定比例和偏移。
HeightField Visualize HeightField可视化
Visualizes elevations using a custom ramp material, and mask layers using tint colors. 使用自定义渐变材质可视化高程,并使用淡色遮罩图层。
Hole(孔) 孔
Makes holes in surfaces. 在表面打孔。
IK Chains IK链
Create and evaluate Two-Bone IK solvers on a SOP skeleton. 在SOP骨骼上创建并评估两骨IK解算器。
Inflate 膨胀
Deforms the points in the first input to make room for the inflation tool. 变形第一个输入中的点,为膨胀工具腾出空间。
Instance 情况
Instances Geometry on Points. 在点上实例化几何图形。
Intersection Analysis 交集分析
Creates points with attributes at intersections between a triangle and/or curve mesh with itself, or with an optional second set of triangles and/or curves. 在三角形和/或曲线网格与自身或可选的第二组三角形和/或曲线之间的相交处创建具有属性的点。
Intersection Stitch 交叉缝合
Composes triangle surfaces and curves together into a single connected mesh. 将三角形曲面和曲线组合成一个相连的网格。
Invoke Compiled Block 调用编译块
Processes its inputs using the operation of a referenced compiled block. 使用引用的编译块的操作处理其输入。
IsoOffset 等偏移
Builds an offset surface from geometry. 从几何图形构建偏移曲面。
IsoSurface 等值面
Generates an isometric surface from an implicit function. 从隐函数生成等轴测曲面。
Join 加入
The Join op connects a sequence of faces or surfaces into a single primitive that inherits their attributes. “连接”操作将一系列面或曲面连接成一个继承其属性的基本体。
Knife 刀
Divides, deletes, or groups geometry based on an interactively drawn line. 基于交互式绘制的直线分割、删除或分组几何图形。
L-System l系统
Creates fractal geometry from the recursive application of simple rules. 通过简单规则的递归应用创建分形几何。
LOP Import LOP进口
Lattice 格子木架
Deforms geometry based on how you reshape control geometry. 根据重塑控制几何图形的方式变形几何图形。
Lidar Import 激光雷达导入
Reads a lidar file and imports a point cloud from its data. 读取激光雷达文件并从其数据中导入点云。
MDD MDD
Animates points using an MDD file. 使用MDD文件制作点的动画。
Magnet 磁铁
Deforms geometry by using another piece of geometry to attract or repel points. 通过使用另一段几何图形吸引或排斥点来变形几何图形。
Map Points 地图点
Stores a reference on a point to a point in another geometry. 存储一个点对另一个几何图形中的一个点的引用。
Mask by Feature 按特征屏蔽
Creates a point attribute "mask" based on visibility/lighting, letting you limit the effect of other nodes to areas that are visible, or facing a certain direction, or in shadow. 基于可见性/照明创建点属性“遮罩”,使您可以将其他节点的效果限制在可见区域、面向特定方向的区域或阴影区域。
Match Axis 匹配轴
Aligns the input geometry to a specific axis. 将输入几何体与特定轴对齐。
Match Size 匹配大小
Resizes and recenters the geometry according to reference geometry. 根据参考几何图形调整几何图形的大小并使其重新居中。
Match Topology 匹配拓扑
Reorders the primitive and point numbers of the input geometry to match some reference geometry. 对输入几何图形的图元和点编号进行重新排序,以匹配某些参考几何图形。
Material 材料
Assigns one or more materials to geometry. 将一种或多种材质指定给几何体。
Measure 措施
Measures area, volume, or curvature of individual elements or larger pieces of a geometry and puts the results in attributes. 测量单个元素或较大几何体的面积、体积或曲率,并将结果放入属性中。
Merge 合并
Merges geometry from its inputs. 从输入中合并几何体。
MetaGroups 元组
Defines groupings of metaballs so that separate groupings are treated as separate surfaces when merged. 定义变形球的分组,以便在合并时将单独的分组视为单独的曲面。
Metaball 变形球
Creates metaballs and meta-superquadric surfaces. 创建变形球和超二次曲面。
Mirror 镜子
Duplicates and mirrors geometry across a mirror plane. 跨镜像平面复制和镜像几何。
Mocap Import Mocap进口
Parses and imports motion capture data as geometry. 将运动捕捉数据解析并导入为几何体。
MotionClip 运动剪辑
Converts a skeleton animation to a MotionClip 将骨骼动画转化为运动剪辑
MotionClip Blend 运动剪辑混合
Blends the animation of one MotionClip on top of another 将一个运动剪辑的动画混合在另一个运动剪辑之上
MotionClip Cycle 运动剪辑循环
Smoothly loops a section of a MotionClip 平滑循环运动剪辑的一部分
MotionClip Evaluate 运动剪辑评估
Evaluates a single frame of a MotionClip 计算运动剪辑的单个帧
MotionClip Extract 运动剪辑摘录
Extracts the motion of joints over a set of frames from a MotionClip 从运动剪辑中提取一组帧上关节的运动
MotionClip Pose Delete 运动剪辑姿势删除
Removes the specified samples from the MotionClip 从运动剪辑中移除指定的样本
MotionClip Pose Insert 运动剪辑姿势插入
Adds a new sample to a MotionClip containing the given pose 将新样本添加到包含给定姿势的运动剪辑中
MotionClip Retime 运动剪辑重定时
Adjusts the timing of a MotionClip 调整运动剪辑的计时
MotionClip Sequence 运动剪辑序列
Concatenates two MotionClips 连接两个运动剪辑
MotionClip Update 运动剪辑更新
Update a MotionClip using the given point list 使用给定的点列表更新运动剪辑
Mountain 山
Displaces points along their normals based on fractal noise. 基于分形噪波沿法线置换点。
Muscle Capture 肌肉捕捉
Supports Muscle Deform by assigning capture weights to points based on distance away from given primitives 通过根据与给定基本体的距离为点指定捕捉权重来支持肌肉变形
Muscle Deform 肌肉变形
Deforms a surface mesh representing skin to envelop or drape over geometry representing muscles 使表示皮肤的曲面网格变形,以包裹或覆盖表示肌肉的几何体
Name 名字
Creates a "naming" attribute on points or primitives allowing you to refer to them easily, similar to groups. 在点或基本体上创建“命名”属性,允许您轻松引用它们,类似于组。
Normal 常态
Computes surface normal attribute. 计算曲面法线属性。
Null 空
Does nothing. 什么都不做。
Object Merge 对象合并
Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed. 合并来自多个源的几何体,并允许您定义它们的分组和变换方式。
Object_musclerig@musclerigstrokebuilder object _ muscle rig @ muscle rigstrokebuilder
Object_riggedmuscle@musclestrokebuilder object _ rigged muscle @ musclestrokebuilder
Assists the creation of a Muscle or Muscle Rig by allowing you to draw a stroke on a projection surface. 通过允许您在投影曲面上绘制笔划来帮助创建肌肉或肌肉装备。
Ocean Evaluate 海洋评估
Deforms input geometry based on ocean "spectrum" volumes. 基于海洋“光谱”体积对输入几何进行变形。
Ocean Foam 海洋泡沫
Generates particle-based foam 产生基于颗粒的泡沫
Ocean Source 海洋资源
Generates particles and volumes from ocean "spectrum" volumes for use in simulations 从海洋“光谱”体积生成粒子和体积以用于模拟
Ocean Spectrum 海洋光谱
Generates volumes containing information for simulating ocean waves. 生成包含模拟海浪信息的体积。
Ocean Waves 海浪
Instances individual waveforms onto input points and generated points. 将单个波形实例化到输入点和生成点上。
OpenCL OpenCL
Executes an OpenCL kernel on geometry. 对几何图形执行OpenCL内核。
Orientation Along Curve 沿曲线方向
Computes orientations (frames) along curves. 沿着曲线计算方向(框架)。
Output 输出
Marks the output of a sub-network. 标记子网络的输出。
Pack 包装
Packs geometry into an embedded primitive. 将几何图形打包到嵌入的图元中。
Pack Points 打包点
Packs points into a tiled grid of packed primitives. 将点打包到打包图元的平铺网格中。
Packed Disk Edit 压缩磁盘编辑
Editing Packed Disk Primitives. 编辑压缩磁盘原语。
Packed Edit 打包编辑
Editing Packed Primitives. 编辑打包的图元。
Paint Color Volume 油漆颜色体积
Creates a color volume based on drawn curve 基于绘制的曲线创建颜色体积
Paint Fog Volume 油漆雾体积
Creates a fog volume based on drawn curve 基于绘制的曲线创建雾体
Paint SDF Volume 绘制SDF体积
Creates an SDF volume based on drawn curve 基于绘制的曲线创建SDF体积
Particle Fluid Surface 颗粒流体表面
Generates a surface around the particles from a particle fluid simulation. 从粒子流体模拟中生成粒子周围的曲面。
Particle Fluid Tank 粒子流体箱
Creates a set of regular points filling a tank. 创建一组填充水箱的规则点。
Partition 划分
Places points and primitives into groups based on a user-supplied rule. 根据用户提供的规则将点和图元分组。
Path Deform 路径变形
Deforms geometry using the shape of a curve. 使用曲线形状变形几何体。
Peak 山峰
Moves primitives, points, edges or breakpoints along their normals. 沿其法线移动基本体、点、边或断点。
Planar Patch 平面贴片
Creates a planar polygonal patch. 创建平面多边形面片。
Planar Patch from Curves 来自曲线的平面面片
Fills in a 2d curve network with triangles. 用三角形填充二维曲线网络。
Planar Pleat 平面褶皱
Deforms flat geometry into a pleat. 将平面几何变形为褶皱。
Platonic Solids 柏拉图立体
Creates platonic solids of different types. 创建不同类型的柏拉图立体。
Point Cloud Iso 点云Iso
Constructs an iso surface from its input points. 从输入点构建等值面。
Point Generate 点生成
Creates new points, optionally based on point positions in the input geometry. 根据输入几何中的点位置创建新点。
Point Jitter 点抖动
Jitters points in random directions. 抖动指向随机方向。
Point Relax 放松点
Moves points with overlapping radii away from each other, optionally on a surface. 将半径重叠的点彼此远离移动(可选在曲面上)。
Point Replicate 点复制
Generates a cloud of points around the input points. 在输入点周围生成点云。
Point Split 点分裂
Splits points shared by multiple vertices, optionally only if the vertices differ in attribute values. 分割多个顶点共享的点(仅当顶点的属性值不同时)。
Point Velocity 点速度
Computes and manipulates velocities for points of a geometry. 计算和操作几何体各点的速度。
Point Weld 点焊
Merges points interactively. 交互式合并点。
Points from Volume 体积分数
Creates set of regular points filling a volume. 创建填充体积的一组规则点。
Poly Bridge 保利桥
Creates flat or tube-shaped polygon surfaces between source and destination edge loops, with controls for the shape of the bridge. 在源循环边和目标循环边之间创建平面或管状多边形曲面,并控制桥的形状。
Poly Expand 2D 保利拓展2D
Creates offset polygonal geometry for planar polygonal graphs. 为平面多边形图形创建偏移多边形几何。
Poly Extrude 聚乙烯挤出
Extrudes polygonal faces and edges. 挤出多边形面和边。
PolyBevel 多层
Creates straight, rounded, or custom fillets along edges and corners. 沿着边和角创建直的、圆的或自定义的圆角。
PolyCut PolyCut
Breaks curves where an attribute crosses a threshold. 在属性超过阈值的地方断开曲线。
PolyDoctor 多博士
Helps repair invalid polygonal geometry, such as for cloth simulation. 帮助修复无效的多边形几何体,例如布料模拟。
PolyFill 聚合填料
Fills holes with polygonal patches. 用多边形面片填充孔洞。
PolyFrame 多框架
Creates coordinate frame attributes for points and vertices. 为点和顶点创建坐标框架属性。
PolyLoft PolyLoft
Creates new polygons using existing points. 使用现有点创建新多边形。
PolyPatch 多批次
Creates a smooth polygonal patch from primitives. 从基本体创建平滑的多边形面片。
PolyPath 多路径
Cleans up topology of polygon curves. 清理多边形曲线的拓扑。
PolyReduce 聚合还原
Reduces the number of polygons in a model while retaining its shape. This node preserves features, attributes, textures, and quads during reduction. 减少模型中多边形的数量,同时保留其形状。该节点在缩减过程中保留特征、属性、纹理和四边形。
PolySoup 多组
Combines polygons into a single primitive that can be more efficient for many polygons 将多边形组合成一个基本体,对于多个多边形来说效率更高
PolySpline 多样条
The PolySpline SOP fits a spline curve to a polygon or hull and outputs a polygonal approximation of that spline. PolySpline SOP将样条曲线拟合到多边形或外壳,并输出该样条的多边形近似。
PolySplit 多分裂
Divides an existing polygon into multiple new polygons. 将现有多边形分割成多个新多边形。
PolyWire 聚合线
Constructs polygonal tubes around polylines, creating renderable geometry with smooth bends and intersections. 围绕多段线构建多边形管,创建具有平滑弯曲和相交的可渲染几何体。
Pose Difference 姿势差异
Compute the difference between point transforms on two SOP skeletons. 计算两个SOP骨架上的点变换之间的差异。
Pose Scope 姿势范围
Assigns channel paths and/or pickscripts to geometry. 为几何体指定通道路径和/或拾取脚本。
Pose-Space Deform 姿态空间变形
Interpolates between a set of pose-shapes based on the value of a set of drivers. 基于一组驱动的值在一组姿势形状之间插值。
Pose-Space Deform Combine 姿态空间变形组合
Combine result of Pose-Space Deform with rest geometry. 将姿态空间变形的结果与其余几何体相结合。
Pose-Space Edit 姿势空间编辑
Packs geometry edits for pose-space deformation. 为姿势空间变形打包几何体编辑。
Pose-Space Edit Configure 姿势空间编辑配置
Creates common attributes used by the Pose-Space Edit SOP. 创建姿势空间编辑SOP使用的公共属性。
Primitive 原始的
Edits primitive, primitive attributes, and profile curves. 编辑基本体、基本体属性和剖面曲线。
Profile 轮廓
Extracts or manipulates profile curves. 提取或操作轮廓曲线。
Project 项目
Creates profile curves on surfaces. 在曲面上创建轮廓曲线。
Pyro Bake Volume 高温烘焙体积
Helps develop the volume look both for viewport display and rendering after the pyro solve. 有助于在pyro解算后开发视口显示和渲染的体积外观。
Pyro Burst Source 烟火爆发源
Creates points suitable for sourcing into pyro simulations to create explosions. 创建适合用于pyro模拟的点,以制造爆炸。
Pyro Post-Process 高温后处理
Applies common post-processing effects to the results of Pyro solves. 对Pyro解算的结果应用常见的后处理效果。
Pyro Scatter from Burst 爆炸产生的火焰散射
Generates a cloud of points around the input points suitable for pyro trails and particle simulations. 在输入点周围生成点云,适用于火焰轨迹和粒子模拟。
Pyro Solver 火焰解算器
Runs a dynamic Pyro simulation. 运行动态热解模拟。
Pyro Source 烟火源
Creates points for sourcing pyro and smoke simulations. 为烟火和烟雾模拟创建源点。
Pyro Source Spread 火源扩散
Pyro Source Spread solves for the spreading of flame across a point cloud. 火源扩散解决了火焰在点云上的扩散。
Pyro Trail Path 烟火小径
Generates curves to use as trails for the Pyro Trail Source node. 生成曲线用作Pyro轨迹源节点的轨迹。
Pyro Trail Source 烟火尾迹源
Creates points suitable for sourcing into pyro simulations to create trails for explosions. 创建适合用于pyro模拟的点,以创建爆炸轨迹。
Python 计算机编程语言
Runs a Python snippet to modify the incoming geometry. 运行Python代码片段来修改引入的几何。
RBD Bullet Solver RBD子弹求解器
Runs a dynamic Bullet simulation. 运行动态子弹模拟。
RBD Cluster RBD集群
Combines fractured pieces or constraints into larger clusters. 将碎片或约束组合成更大的簇。
RBD Configure RBD配置
Packs and creates attributes describing rigid body objects. 打包并创建描述刚体对象的属性。
RBD Connected Faces RBD连接的面孔
Stores the primitive number and distance to the opposite face on the inside faces of fractured geometry. 存储断裂几何图形内面上相对面的图元编号和距离。
RBD Constraint Properties RBD约束属性
Creates attributes describing rigid body constraints. 创建描述刚体约束的属性。
RBD Constraints From Curves 曲线的RBD约束
Creates rigid body constraint geometry from curves drawn in the viewport. 从视口中绘制的曲线创建刚体约束几何体。
RBD Constraints From Lines 来自直线的RBD约束
Creates rigid body constraint geometry from interactively drawn lines in the viewport. 从视口中交互式绘制的线创建刚体约束几何体。
RBD Constraints From Rules 来自规则的RBD约束
Creates rigid body constraint geometry from a set of rules and conditions. 根据一组规则和条件创建刚体约束几何体。
RBD Convert Constraints RBD转换约束
Converts existing constraint prims into constraints with different anchor positions. 将现有约束prims转换为具有不同锚点位置的约束。
RBD Deform Pieces RBD变形件
Deforms geometry with simulated proxy geometry. 使用模拟代理几何体变形几何体。
RBD Disconnected Faces RBD断开面孔
Detects when connected faces have become separated. 检测连接的面何时分离。
RBD Exploded View RBD分解图
Visualize RBD fractured geometry merged with the proxy geometry, pushed out from the center to create an exploded view. 可视化与代理几何图形合并的RBD断裂几何图形,从中心推出以创建分解视图。
RBD Guide Setup RBD指南设置
Sets attributes on packed fragments for the RBD Guide DOP. 为RBD指南DOP设置打包片段的属性。
RBD I/O RBD输入输出
Packs RBD fractured geometry, saves them to disk, and loads them back again. 打包RBD断开的几何图形,将其保存到磁盘,然后再次加载回来。
RBD Interior Detail RBD内部细节
Creates additional detail on the interior surfaces of fractured geometry. 在断裂几何图形的内表面上创建附加细节。
RBD Material Fracture RBD材料断裂
Fractures the input geometry based on a material type. 基于材质类型断开输入几何体。
RBD Pack RBD包
Packs RBD geometry, constraints, and proxy geometry into a single geometry. 将RBD几何体、约束和代理几何体打包成一个几何体。
RBD Paint RBD油漆
Paints values onto geometry or constraints using strokes. 使用笔划将值绘制到几何体或约束上。
RBD Unpack RBD打开行李
Unpacks an RBD setup into three outputs. 将RBD设置解包为三个输出。
RMan Shader RMan着色器
Attaches RenderMan shaders to groups of faces. 将RenderMan着色器附加到面组。
ROP FBX Animation Output 罗普·FBX动画输出
Export animation from geometry-based skeleton to an FBX file. 将动画从基于几何体的骨架导出到FBX文件。
ROP FBX Character Output FBX字符输出
Export a skinned character with geometry-based skeleton to an FBX file. 将具有基于几何体的骨架的蒙皮角色导出到FBX文件。
ROP Geometry Output ROP几何图形输出
Rails 轨道
Generates surfaces by stretching cross-sections between two guide rails. 通过拉伸两条导轨之间的横截面来生成曲面。
Ray 光线
Projects one surface onto another. 将一个曲面投影到另一个曲面上。
Re-Orient Joints 重新定向关节
Re-Orient Joints on a SOP Rig.. 在SOP钻机上重新定位接头..
Refine 改善
Increases the number of points/CVs in a curve or surface without changing its shape. 增加曲线或曲面中的点/cv的数量,而不改变其形状。
Reguide 雷吉德
Scatters new guides, interpolating the properties of existing guides. 散布新参考线,插入现有参考线的属性。
Remesh Remesh
Recreates the shape of the input surface using "high-quality" (nearly equilateral) triangles. 使用“高质量”(接近等边)三角形重新创建输入表面的形状。
Repack 重新打包
Repacks geometry as an embedded primitive. 将几何体重新打包为嵌入的基本体。
Reparent Joints 修补接缝
Reparent Joints on a SOP Rig. 在SOP钻机上修复接头。
Resample 重新取样
Resamples one or more curves or surfaces into even length segments. 将一条或多条曲线或曲面重新采样为长度相等的线段。
Rest Position 静止位置
Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms. 设置实体纹理与几何体的对齐方式,以便纹理在变形时保持在曲面上。
Retime 重新定时
Retimes the time-dependent input geometry. 对时间相关的输入几何体进行重定时。
Reverse 反面的
Reverses or cycles the vertex order of faces. 反转或循环面的顶点顺序。
Reverse Foot 反向脚
Creates a reverse foot set up for the given input skeleton. 为给定的输入骨骼创建反向脚部设置。
Revolve 旋转
Revolves a curve around a center axis to sweep out a surface. 围绕中心轴旋转曲线以扫出曲面。
Rewire Vertices 重新连接顶点
Rewires vertices to different points specified by an attribute. 将顶点重新关联到属性指定的不同点。
Rig Attribute VOP 装备属性VOP
Runs a VOP network to modify geometry attributes on a KineFX rig. 运行VOP网络以修改KineFX装备上的几何体属性。
Rig Attribute Wrangle 钻机属性争论
Runs a VEX snippet to modify transform attribute values on a KineFX rig. 运行VEX片段以修改KineFX装备上的变换属性值。
Rig Copy Transforms 装配复制变换
Attach the joints of a skeleton SOP to another, posed skeleton. 将一个骨骼SOP的关节附加到另一个已设定姿势的骨骼。
Rig Doctor 钻机医生
Optimize and run checks on a SOP skeleton 优化并运行SOP框架检查
Rig Match Pose 装配匹配姿势
Conform the rest poses of two skeletons in preparation for retargeting. 使两个骨骼的其余姿势一致,为重定目标做准备。
Rig Mirror Pose 装配镜像姿势
Mirror a SOP skeleton’s pose. 镜像SOP骨架的姿势。
Rig Pose 装配姿势
Pose and animate a SOP rig or skeleton. 设定SOP装备或骨骼的姿势并制作动画。
Rig Python 装配Python
Runs a Python snippet to modify the incoming rig geometry. 运行Python代码片段以修改引入的装备几何体。
Rig Stash Pose 装配隐藏姿势
Store a static pose on a skeleton as a matrix point attribute. 将骨架上的静态姿势存储为矩阵点属性。
Ripple 涟漪
Generates ripples by displacing points along the up direction specified. 通过沿指定的向上方向置换点来生成波纹。
Ripple 涟漪
Generates ripples by displacing points along the up direction specified. 通过沿指定的向上方向置换点来生成波纹。
Scatter 分散
Scatters new points randomly across a surface or through a volume. 在曲面或体积中随机散布新点。
Scatter and Align 分散和对齐
Scatters points across a surface with randomized scale and orientation attributes for use with Copy to Points. 使用随机比例和方向属性在表面上散布点,用于“复制到点”。
Scene Character Export 场景角色导出
Export animation from a geometry-based character to the Scene (OBJ) context. 将动画从基于几何体的角色导出到场景(OBJ)上下文。
Scene Character Import 场景角色导入
Creates a geometry-based character with animation from the Scene (OBJ) context. 使用场景(OBJ)上下文中的动画创建基于几何体的角色。
Script 脚本
Runs scripts when cooked. 熟时运行脚本。
Sculpt 雕刻
Lets you interactively reshape a surface by brushing. 允许您通过笔刷交互式地重塑曲面。
Sequence Blend 序列混合
Morphs though a sequence of 3D shapes, interpolating geometry and attributes. 通过一系列3D形状变形,插入几何体和属性。
Shape Diff 形状差异
Computes the post-deform or pre-deform difference of two geometries with similar topologies. 计算具有相似拓扑的两个几何体变形后或变形前的差异。
Shrinkwrap 包膜
Computes the convex hull of the input geometry and moves its polygons inwards along their normals. 计算输入几何体的凸包,并沿其法线向内移动多边形。
Skeleton 骨骼
Interactively create and edit geometry-based skeletons. 交互式创建和编辑基于几何体的骨架。
Skeleton Blend 骨架混合物
Blends two skeletons 混合两个骨架
Skeleton Mirror 骨骼镜
Modify an input skeleton by duplicating joints across a mirror plane. 通过在镜像平面上复制关节来修改输入骨架。
Skin 皮肤
Builds a skin surface between any number of shape curves. 在任意数量的形状曲线之间构建蒙皮曲面。
Sky 天空
Creates a sky filled with volumentric clouds 创建一个充满体积云的天空
Smooth 光滑的
Smooths out (or "relaxes") polygons, meshes and curves without increasing the number of points. 平滑(或“放松”)多边形、网格和曲线,而不增加点数。
Soft Peak 软峰
Moves the selected point along its normal, with smooth rolloff to surrounding points. 沿法线移动选定的点,平滑滚降到周围的点。
Soft Transform 软变换
Moves the selected point, with smooth rolloff to surrounding points. 移动选定的点,平滑滚降到周围的点。
Solid Fracture 固体裂缝
Creates a partition of a tetrahedral mesh that can be used for finite-element fracturing. 创建可用于有限元分割的四面体网格分区。
Solver 解决者
Allows running a SOP network iteratively over some input geometry, with the output of the network from the previous frame serving as the input for the network at the current frame. 允许在某些输入几何上迭代运行SOP网络,将前一帧的网络输出作为当前帧的网络输入。
Sort 分类
Reorders points and primitives in different ways, including randomly. 以不同的方式对点和图元进行重新排序,包括随机排序。
Sphere 范围
Creates a sphere or ovoid surface. 创建球体或卵形表面。
Split 裂开
Splits primitives or points into two streams. 将图元或点拆分成两个流。
Spray Paint 喷漆
Spray paints random points onto a surface. 将随机的点喷涂到表面上。
Sprite 鬼怪;雪碧
A SOP node that sets the sprite display for points. 为点设置子画面显示的SOP节点。
Stabilize Joint 稳定关节
Removes jitter from the input animation and handles terrain snapping of joints. 从输入动画中移除抖动并处理关节的地形捕捉。
Starburst 星暴
Insets points on polygonal faces. 在多边形面上插入点。
Stash 隐藏物
Caches the input geometry in the node on command, and then uses it as the node’s output. 根据命令在节点中缓存输入几何体,然后将其用作节点的输出。
Stitch 一针
Stretches two curves or surfaces to cover a smooth area. 拉伸两条曲线或曲面以覆盖平滑区域。
Stroke 中风
Low level tool for building interactive assets. 构建交互式资产的低级工具。
Subdivide 细分
Subdivides polygons into smoother, higher-resolution polygons. 将多边形细分为更平滑、分辨率更高的多边形。
Subnetwork 子网络
The Subnet op is essentially a way of creating a macro to represent a collection of ops as a single op in the Network Editor. 子网op本质上是一种创建宏的方法,用于在网络编辑器中将op集合表示为单个op。
Super Quad 超级四边形
Generates an isoquadric surface. 生成等二次曲面。
Surfsect Surfsect
Trims or creates profile curves along the intersection lines between NURBS or bezier surfaces. 沿着NURBS或贝塞尔曲面之间的交线修剪或创建剖面曲线。
Sweep 全胜
Creates a surface by sweeping a cross section curve along a spine curve. 通过沿脊线曲线扫掠横截面曲线来创建曲面。
Switch 转换
Switches between network branches based on an expression or keyframe animation. 基于表达式或关键帧动画在网络分支之间切换。
Switch-If 开关-If
Switches between two network branches based on an expression or geometry test. 基于表达式或几何测试在两个网络分支之间切换。
TOP Geometry 顶部几何图形
Sends input geometry to a TOP subnet and retrieves the output geometry. 将输入几何发送到顶层子网并检索输出几何。
Table Import 表格导入
Reads a CSV file creating point per row. 读取CSV文件,每行创建一个点。
Test Geometry: Crag 测试几何图形:峭壁
Creates a rock creature, which can be used as test geometry. 创建一个岩石生物,可用作测试几何体。
Test Geometry: Pig Head 测试几何图形:猪头
Creates a pig head, which can be used as test geometry.. 创建可用作测试几何图形的猪头..
Test Geometry: Rubber Toy 测试几何:橡胶玩具
Creates a rubber toy, which can be used as test geometry. 创建一个橡胶玩具,可用作测试几何体。
Test Geometry: Shader Ball 测试几何体:着色器球
Creates a shader ball, which can be used to test shaders. 创建一个着色器球,可用于测试着色器。
Test Geometry: Squab 测试几何图形:雏鸽
Creates a squab, which can be used as test geometry. 创建一个可以用作测试几何体的靠垫。
Test Geometry: Template Body 测试几何图形:模板主体
Creates a template body, which can be used as test geometry. 创建可用作测试几何图形的模板几何体。
Test Geometry: Template Head 测试几何图形:模板头
Creates a template head, which can be used as test geometry. 创建可用作测试几何图形的模板头。
Test Geometry: Tommy 测试几何:汤米
Creates a soldier, which can be used as test geometry. 创建可用作测试几何体的士兵。
Test Simulation: Crowd Transition 测试模拟:人群过渡
Provides a simple crowd simulation for testing transitions between animation clips. 为测试动画剪辑之间的过渡提供简单的群组模拟。
Test Simulation: Ragdoll 测试模拟:布娃娃
Provides a simple Bullet simulation for testing the behavior of a ragdoll. 提供一个简单的子弹模拟来测试布娃娃的行为。
Tet Conform Tet符合
Creates a tetrahedral mesh that conforms to a connected mesh as much as possible. 创建尽可能符合连接网格的四面体网格。
Tet Embed Tet嵌入
Creates a simple tetrahedral mesh that covers a connected mesh. 创建覆盖连接网格的简单四面体网格。
Tet Partition Tet分区
Partitions a given tetrahedron mesh into groups of tets isolated by a given polygon mesh 将给定的四面体网格划分为由给定多边形网格隔离的Tet组
TimeShift 时移
Cooks the input at a different time. 在不同的时间烹饪输入。
Toon Shader Attributes 卡通着色器属性
Sets attributes used by the Toon Color Shader and Toon Outline Shader. 设置卡通颜色着色器和卡通轮廓着色器使用的属性。
Topo Transfer 拓扑转移
Non-rigidly deforms a surface to match the size and shape of a different surface. 非刚性变形曲面以匹配不同曲面的大小和形状。
TopoBuild 拓扑构建
Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry. 允许您交互式绘制自动捕捉到现有几何体的简化四边形网格。
Torus 花托
Creates a torus (doughnut) shaped surface. 创建圆环(甜甜圈)形曲面。
Trace 找到;查出
Traces curves from an image file. 从图像文件中跟踪曲线。
Trail 追踪
Creates trails behind points. 在点后创建轨迹。
Transform 改变
The Transform operation transforms the source geometry in "object space" using a transformation matrix. 变换操作使用变换矩阵变换“对象空间”中的源几何体。
Transform Axis 变换轴
Transforms the input geometry relative to a specific axis. 相对于特定轴变换输入几何体。
Transform By Attribute 按属性转换
Transforms the input geometry by a point attribute. 通过点属性变换输入几何。
Transform Pieces 转换片段
Transforms input geometry according to transformation attributes on template geometry. 根据模板几何体的变换属性变换输入几何体。
Tri Bezier 三贝塞尔曲线
Creates a triangular Bezier surface. 创建三角形贝塞尔曲面。
TriDivide TriDivide
Refines triangular meshes using various metrics. 使用各种度量细化三角形网格。
Triangulate 2D 三角定位2D
Connects points to form well-shaped triangles. 连接点以形成形状良好的三角形。
Trim 附加装饰
Trims away parts of a spline surface defined by a profile curve or untrims previous trims. 修剪掉由轮廓曲线定义的样条曲面部分或取消修剪先前的修剪。
Tube 管
Creates open or closed tubes, cones, or pyramids. 创建开放或封闭的管状体、圆锥体或棱锥体。
USD Animation Import 美元动画导入
Imports a skeleton and animation from a UsdSkel character. 从UsdSkel角色导入骨骼和动画。
USD Character Import 美元字符导入
Imports the rest geometry, skeleton, and animation from a UsdSkel character. 从UsdSkel角色导入其余几何体、骨架和动画。
USD Skin Import 美元皮肤进口
Imports skinned geometry from a UsdSkel character. 从UsdSkel角色导入蒙皮几何体。
UV Autoseam UV自动接缝
Generates an edge group representing suggested seams for flattening a polygon model in UV space. 生成表示用于在UV空间中展平多边形模型的建议接缝的边组。
UV Brush UV画笔
Adjusts texture coordinates in the UV viewport by painting. 通过绘制调整UV视口中的纹理坐标。
UV Edit UV编辑
Lets you interactively move UVs in the texture view. 允许您在纹理视图中交互式移动uv。
UV Flatten UV展平
Creates flattened pieces in texture space from 3D geometry. 从3D几何图形创建纹理空间中的平铺块。
UV Fuse 紫外线保险丝
Merges UVs. 合并uv。
UV Layout UV布局
Packs UV islands efficiently into a limited area. 将紫外线岛有效地封装在有限的区域内。
UV Pelt 紫外线毛皮
Relaxes UVs by pulling them out toward the edges of the texture area. 通过将uv拉向纹理区域的边缘来松弛uv。
UV Project 紫外线项目
Assigns UVs by projecting them onto the surface from a set direction. 通过从设定的方向将uv投影到曲面上来指定uv。
UV Quick Shade 紫外线快速遮光
Applies an image file as a textured shader to a surface. 将图像文件作为纹理着色器应用于曲面。
UV Texture UV纹理
Assigns texture UV coordinates to geometry for use in texture and bump mapping. 将纹理UV坐标指定给几何体以用于纹理和凹凸贴图。
UV Transform 紫外线变换
Transforms UV texture coordinates on the source geometry. 在源几何体上变换UV纹理坐标。
UV Unwrap UV展开
Separates UVs into reasonably flat, non-overlapping groups. 将uv分成相当平坦的非重叠组。
Unix Unix操作系统
Processes geometry using an external program. 使用外部程序处理几何图形。
Unpack 解除…的负担
Unpacks packed primitives. 解包打包的原语。
Unpack Points 解包点
Unpacks points from packed primitives. 从打包的图元中解包点。
Unpack USD 解包美元
Converts "packed USD" primitives into normal Houdini geometry. 将“打包美元”图元转换为正常的胡迪尼几何图形。
VDB VDB
Creates one or more empty/uniform VDB volume primitives. 创建一个或多个空的/均匀的VDB体基本体。
VDB Activate VDB激活
Activates voxel regions of a VDB for further processing. 激活VDB的体素区域以进行进一步处理。
VDB Activate SDF VDB激活SDF
Expand or contract signed distance fields stored on VDB volume primitives. 扩展或收缩存储在VDB体图元上的带符号距离场。
VDB Advect VDB Advect
Moves VDBs in the input geometry along a VDB velocity field. 沿着VDB速度场移动输入几何中的vdb。
VDB Advect Points VDB建议要点
Moves points in the input geometry along a VDB velocity field. 沿着VDB速度场移动输入几何中的点。
VDB Analysis VDB分析
Computes an analytic property of a VDB volumes, such as gradient or curvature. 计算VDB体积的分析属性,例如梯度或曲率。
VDB Clip VDB夹子
Clips VDB volume primitives using a bounding box or another VDB as a mask. 使用边界框或另一个VDB作为遮罩来裁剪VDB体基本体。
VDB Combine VDB联合收割机
Combines the values of two aligned VDB volumes in various ways. 以各种方式组合两个对齐的VDB体积的值。
VDB Diagnostics VDB诊断公司
Tests VDBs for Bad Values and Repairs. 测试vdb的错误值并进行修复。
VDB Fracture VDB骨折
Cuts level set VDB volume primitives into multiple pieces. 将水平集VDB体基本体切割成多个部分。
VDB LOD VDB·卢德
Build an LOD Pyramid from a VDB. 从VDB构建一个LOD金字塔。
VDB Morph SDF VDB变形SDF
Blends between source and target SDF VDBs. 源和目标SDF VDBs之间的混合。
VDB Occlusion Mask VDB遮挡面罩
Create a mask of the voxels in shadow from a camera for VDB primitives. 为VDB图元创建相机阴影中体素的遮罩。
VDB Points Delete VDB点删除
Deletes points inside of VDB Points primitives. 删除VDB点图元内的点。
VDB Points Group VDB积分集团
Manipulates the Internal Groups of a VDB Points Primitive. 操纵VDB点图元的内部组。
VDB Potential Flow VDB势流
Computes the steady-state air flow around VDB obstacles. 计算VDB障碍物周围的稳态气流。
VDB Project Non-Divergent VDB项目非发散
Removes divergence from a Vector VDB. 消除矢量VDB的发散。
VDB Renormalize SDF VDB重整化SDF
Fixes signed distance fields stored in VDB volume primitives. 修复了存储在VDB体积图元中的带符号距离场。
VDB Resample VDB重采样
Re-samples a VDB volume primitive into a new orientation and/or voxel size. 将VDB体图元重新采样到新的方向和/或体素大小。
VDB Reshape SDF VDB重塑SDF
Reshapes signed distance fields in VDB volume primitives. 重塑VDB体基元中的有符号距离场。
VDB Segment by Connectivity 按连通性划分的VDB段
Splits SDF VDBs into connected components. 将SDF VDBs拆分为相连的组件。
VDB Smooth VDB平滑
Smooths out the values in a VDB volume primitive. 平滑VDB体积图元中的值。
VDB Smooth SDF VDB平滑SDF
Smooths out SDF values in a VDB volume primitive. 平滑VDB体积图元中的SDF值。
VDB Topology to SDF VDB拓扑到SDF
Creates an SDF VDB based on the active set of another VDB. 基于另一个VDB的活动集创建SDF VDB。
VDB Vector Merge VDB矢量合并
Merges three scalar VDB into one vector VDB. 将三个标量VDB合并为一个矢量VDB。
VDB Vector Split VDB矢量分裂
Splits a vector VDB primitive into three scalar VDB primitives. 将一个矢量VDB图元拆分为三个标量VDB图元。
VDB Visualize Tree VDB视觉树
Replaces a VDB volume with geometry that visualizes its structure. 用可视化结构的几何图形替换VDB体。
VDB from Particle Fluid 粒子流体中的VDB
Generates a signed distance field (SDF) VDB volume representing the surface of a set of particles from a particle fluid simulation. 从粒子流体模拟中生成表示一组粒子表面的有符号距离场(SDF)VDB体。
VDB from Particles 粒子中的VDB
Converts point clouds and/or point attributes into VDB volume primitives. 将点云和/或点属性转换为VDB体图元。
VDB from Polygons 多边形的VDB
Converts polygonal surfaces and/or surface attributes into VDB volume primitives. 将多边形曲面和/或曲面属性转化为VDB体图元。
VDB to Spheres VDB到球体
Fills a VDB volume with adaptively-sized spheres. 用自适应大小的球体填充VDB体积。
Vellum Brush 羊皮纸刷
Interactive brushing of Vellum geometry in the viewport. 在视口中交互式笔刷羊皮纸几何体。
Vellum Configure Grain 羊皮纸结构纹理
Configures geometry for Vellum Grain constraints. 为皮纸纹理约束配置几何图形。
Vellum Constraint Property 牛皮纸约束属性
Modifies common Vellum Constraint properties. 修改常用羊皮纸约束属性。
Vellum Constraints 牛皮纸约束
Configure constraints on geometry for the Vellum solvers. 为Vellum解算器配置几何体上的约束。
Vellum Drape 羊皮纸褶皱
Vellum solver setup to pre-roll fabric to drape over characters. 羊皮纸解算器设置预卷织物以覆盖角色。
Vellum I/O 羊皮纸输入/输出
Packs Vellum simulations, saves them to disk, and loads them back again. 打包羊皮纸模拟,将它们保存到磁盘,然后再次加载回来。
Vellum Pack 牛皮纸包
Packs Vellum geometry and constraints into a single geometry. 将羊皮纸几何体和约束打包到单个几何体中。
Vellum Post-Process 牛皮纸后处理
Applies common post-processing effects to the result of Vellum solves. 将常见的后处理效果应用于羊皮纸求解的结果。
Vellum Reference Frame 羊皮纸参照系
Ties Vellum points to a reference frame defined by moving geometry. 将羊皮纸指向由移动几何定义的参考框架。
Vellum Rest Blend 牛皮纸Rest混纺
Blends the current rest values of constraints with a rest state calculated from external geometry. 将约束的当前静止值与从外部几何体计算的静止状态混合。
Vellum Solver 羊皮纸解算器
Runs a dynamic Vellum simulation. 运行动态羊皮纸模拟。
Vellum Unpack 牛皮纸包装
Unpacks a Vellum simulation into two outputs. 将羊皮纸模拟解包为两个输出。
Verify BSDF 验证BSDF
Verify that a bsdf conforms to the required interface. 验证bsdf是否符合所需的接口。
Vertex 顶点
Manually adds or edits attributes on vertices (rather than on points). 手动在顶点(而不是点)上添加或编辑属性。
Visibility 能见度
Shows/hides primitives in the 3D viewer and UV editor. 在3D查看器和UV编辑器中显示/隐藏基本体。
Visualize 设想
Lets you attach visualizations to different nodes in a geometry network. 允许您将可视化附加到几何网络中的不同节点。
Visualize Rig 可视化钻机
Visualize the transformations and parenting of a SOP skeleton 可视化SOP框架的转换和父子关系
Volume 卷
Creates a volume primitive. 创建体积基本体。
Volume Analysis 体积分析
Computes analytic properties of volumes. 计算体积的分析属性。
Volume Arrival Time 体积到达时间
Computes a speed-defined travel time from source points to voxels. 计算从源点到体素的速度定义旅行时间。
Volume Blur 体积模糊
Blurs the voxels of a volume. 模糊体积的体素。
Volume Bound 体积界限
Bounds voxel data. 限制体素数据。
Volume Break 体积变化
Cuts polygonal objects using a signed distance field volume. 使用带符号的距离场体积切割多边形对象。
Volume Compress 体积压缩
Re-compresses Volume Primitives. 重新压缩体积图元。
Volume Convolve 3×3×3 体积卷积3×3×3
Convolves a volume by a 3×3×3 kernel. 通过3×3×3内核卷积体积。
Volume FFT 体积FFT
Compute the Fast Fourier Transform of volumes. 计算体积的快速傅立叶变换。
Volume Feather 卷羽
Feathers the edges of volumes. 修饰卷的边缘。
Volume Merge 卷合并
Flattens many volumes into one volume. 将多个卷拼合为一个卷。
Volume Mix 体积混合
Combines the scalar fields of volume primitives. 组合体图元的标量场。
Volume Optical Flow 体积光流
Translates the motion between two "image" volumes into displacement vectors. 将两个“图像”体积之间的运动转化为位移向量。
Volume Patch 卷补丁
Fill in a region of a volume with features from another volume. 用另一个体积的特征填充体积的某个区域。
Volume Ramp 音量斜坡
Remaps a volume according to a ramp. 根据斜坡重新映射卷。
Volume Rasterize 体积光栅化
Rasterizes into a volume. 栅格化成体积。
Volume Rasterize Attributes 体积光栅化属性
Samples point attributes into VDBs. 将点属性采样到vdb中。
Volume Rasterize Curve 体积光栅化曲线
Converts a curve into a volume. 将曲线转换为体积。
Volume Rasterize Hair 体积光栅化头发
Converts fur or hair to a volume for rendering. 将毛发转化为体积进行渲染。
Volume Rasterize Particles 体积光栅化粒子
Converts a point cloud into a volume. 将点云转换为体积。
Volume Rasterize Points 体积光栅化点
Converts a point cloud into a volume. 将点云转换为体积。
Volume Reduce 音量减小
Reduces the values of a volume into a single number. 将体积值缩减为一个数字。
Volume Resample 体积重采样
Resamples the voxels of a volume to a new resolution. 将体积的体素重采样到新的分辨率。
Volume Resize 调整音量大小
Resizes the bounds of a volume without changing voxels. 在不改变体素的情况下调整体积的边界。
Volume SDF 体积SDF
Builds a Signed Distance Field from an isocontour of a volume. 从体积的等值线构建带符号的距离场。
Volume Slice 体积切片
Extracts 2d slices from volumes. 从体积中提取二维切片。
Volume Splice 体积拼接
Splices overlapping volume primitives together. 将重叠的体积图元拼接在一起。
Volume Stamp 卷标
Stamps volumes instanced on points into a single target volume. 将点上实例化的体积标记到单个目标体积中。
Volume Surface 体积表面
Adaptively surfaces a volume hierarchy with a regular triangle mesh. 使用正三角形网格自适应地曲面化体积层次。
Volume Trail 体积轨迹
Computes a trail of points through a velocity volume. 通过速度体计算点的轨迹。
Volume VOP VOP卷
Runs CVEX on a set of volume primitives. 对一组体积基元运行CVEX。
Volume Velocity 体积速度
Computes a velocity volume. 计算速度体积。
Volume Velocity from Curves 曲线的体积速度
Generates a volume velocity field using curve tangents. 使用曲线切线生成体积速度场。
Volume Velocity from Surface 表面体积速度
Generates a velocity field within a surface geometry. 在曲面几何体中生成速度场。
Volume Visualization 体积可视化
Adjusts attributes for multi-volume visualization. 调整多体积可视化的属性。
Volume Wrangle 音量争论
Runs a VEX snippet to modify voxel values in a volume. 运行VEX片段以修改体积中的体素值。
Volume from Attribute 属性的体积
Sets the voxels of a volume from point attributes. 根据点属性设置体积的体素。
Voronoi Adjacency Voronoi邻接
Create a line segment between points with adjacent Voronoi cells 在具有相邻Voronoi像元的点之间创建线段
Voronoi Fracture Voronoi断裂
Fractures the input geometry by performing a Voronoi decomposition of space around the input cell points 通过对输入像元点周围的空间执行Voronoi分解来断开输入几何
Voronoi Fracture Points Voronoi断裂点
Given an object and points of impact on the object, this SOP generates a set of points that can be used as input to the Voronoi Fracture SOP to simulate fracturing the object from those impacts. 给定一个物体和该物体上的撞击点,该SOP生成一组点,这些点可以用作Voronoi断裂SOP的输入,以模拟这些撞击使物体断裂。
Voronoi Split 沃罗诺伊分裂
Cuts the geometry into small pieces according to a set of cuts defined by polylines. 根据多段线定义的一组切割将几何图形切割成小块。
Vortex Force Attributes 涡流力属性
Creates the point attributes needed to create a Vortex Force DOP. 创建创建涡流力点所需的点属性。
Whitewater Source 白水来源
Generates volumes to be used as sources in a whitewater simulation. 生成在白水模拟中用作源的体积。
Winding Number 缠绕数
Computes generalized winding number of surface at query points. 计算查询点处曲面的广义缠绕数。
Wire Blend 电线混合
Morphs between curve shapes while maintaining curve length. 在保持曲线长度的同时,在曲线形状之间变形。
Wire Capture 线捕获
Captures surfaces to a wire, allowing you to edit the wire to deform the surface. 将曲面捕捉到线,允许您编辑线以使曲面变形。
Wire Deform 电线变形
Deforms geometry captured to a curve via the Wire Capture node. 通过导线捕捉节点将捕捉到的几何图形变形为曲线。
Wire Transfer 电汇
Transfers the shape of one curve to another. 将一条曲线的形状转移到另一条曲线。
Wireframe 三维线框模型
Constructs polygonal tubes around polylines, creating renderable geometry. 围绕多段线构建多边形管,创建可渲染几何体。
_heightfield_common _heightfield_common
_vellum_common _vellum_common
glTF ROP output driver glTF ROP输出驱动程序
pointdeform 点变形
Deforms geometry according to an arbitrary connected point mesh. 根据任意连接的点网格变形几何体。
standard_crowdsim_parms standard_crowdsim_parms
AGENT
Agent 代理人
Creates agent primitives. 创建代理原语。
Agent Animation Unpack 代理动画解包
Extracts animation or MotionClips from an agent primitive. 从代理基本体中提取动画或运动剪辑。
Agent Character Unpack 代理字符解包
Extracts the rest geometry, skeleton, and animation from an agent primitive. 从代理基本体中提取其余几何体、骨架和动画。
Agent Clip 代理剪辑
Adds new clips to agent primitives. 向代理基本体添加新片段。
Agent Clip Properties 代理剪辑属性
Defines how agents' animation clips should be played back. 定义代理动画剪辑的播放方式。
Agent Clip Transition Graph 代理剪辑转换图
Creates geometry describing possible transitions between animation clips. 创建描述动画剪辑之间可能过渡的几何体。
Agent Collision Layer 代理碰撞层
Creates a new agent layer that is suitable for collision detection. 创建适用于碰撞检测的新代理层。
Agent Configure Joints 代理配置关节
Creates point attributes that specify the rotation limits of an agent’s joints. 创建指定代理关节旋转限制的点属性。
Agent Constraint Network 代理约束网络
Builds a constraint network to hold an agent’s limbs together. 建立一个约束网络将代理的肢体连接在一起。
Agent Definition Cache 代理定义缓存
Writes agent definition files to disk. 将代理定义文件写入磁盘。
Agent Edit 代理编辑
Edits properties of agent primitives. 编辑代理原语的属性。
Agent Layer 代理层
Adds a new layer to agent primitives. 向代理原语添加新层。
Agent Look At 代理人看看
Adjusts the head of an agent to look at a specific object or position. 调整代理的头部以查看特定对象或位置。
Agent Pose from Rig 钻机上的代理姿势
Updates an agent primitive’s pose from a geometry skeleton. 从几何体骨架更新代理基本体的姿势。
Agent Prep 代理准备
Adds various common point attributes to agents for use by other crowd nodes. 向代理添加各种公共点属性以供其他群组节点使用。
Agent Proxy 代理人
Provides simple proxy geometry for an agent. 为代理提供简单的代理几何。
Agent Relationship 代理关系
Creates parent-child relationships between agents. 在代理之间创建父子关系。
Agent Terrain Adaptation 代理地形适应
Adapts agents' legs to conform to terrain and prevent the feet from sliding. 调整代理的腿以适应地形并防止脚滑动。
Agent Transform Group 代理转换组
Adds new transform groups to agent primitives. 向代理原语添加新的转换组。
Agent Unpack 代理解包
Extracts geometry from agent primitives. 从代理基本体中提取几何图形。
Agent Vellum Unpack 特工Vellum打开行李
Extracts geometry from agent primitives for a Vellum simulation. 从代理基本体中提取几何体以进行Vellum模拟。
Agent from Rig 钻机代理
Creates an agent primitive from a geometry skeleton. 从几何体骨架创建代理基本体。
Labs
Labs 2D WaveFunctionCollapse 实验室2D波函数坍缩
The main WFC node: The solver. 主WFC节点:求解器。
Labs AV Analyze Images 实验室AV分析图像
Match all features between candidate image pairs using Alicevision. 使用Alicevision匹配候选图像对之间的所有特征。
Labs AV Depth Map 实验室AV深度图
Retrieves the depth value of each pixel from the cameras using Alicevision. 使用Alicevision从相机中检索每个像素的深度值。
Labs AV Initialize 实验室AV初始化
Configure which images to process using Alicevision. 使用Alicevision配置要处理的图像。
Labs AV Meshing 实验室AV网格划分
Creates a dense geometric surface representation of the scene using Alicevision. 使用Alicevision创建场景的密集几何表面表示。
Labs AV Photogrammetry 实验室AV摄影测量
The complete Alicevision photogrammetry pipeline. 完整的Alicevision摄影测量管道。
Labs AV Structure from Motions 来自运动的实验室AV结构
Detects 3D points with position and orientation and calibrate the cameras accordingly using Alicevision. 使用Alicevision检测具有位置和方向的3D点并相应地校准摄像机。
Labs AV Texturing 实验室AV纹理
Texture the generated mesh using Alicevision. 使用Alicevision对生成的网格进行纹理处理。
Labs Align and Distribute 实验室协调和分配
Spread a collection of shapes along an axis. 沿坐标轴散布形状集合。
Labs Attribute Value Replace 实验室属性值替换
Allows you to replace attribute values with others. 允许您用其他值替换属性值。
Labs Auto UV 实验室自动紫外
Automatically Generates UV Attributes 自动生成UV属性
Labs Automatic Trim Texture Labs自动修剪纹理
Automatic Trim Texturing node. 自动修剪纹理节点。
Labs Axis Align 实验室轴对齐
Aligns Objects based on the Bounding Box 基于边界框对齐对象
Labs Box Clip 实验室盒子夹
Clip geometry to a resizable box region. 将几何图形裁剪到可调整大小的方框区域。
Labs Boxcutter 实验室纸箱切割机
Viewport interactive boolean for hardsurface modeling. 硬表面建模的视口交互式布尔运算。
Labs Building Generator 实验室大楼发电机
Convert low-resolution blockout geometry into detailed buildings using a library of user defined modules. 使用用户定义的模块库将低分辨率的封闭几何图形转换为详细的建筑物。
Labs Building Generator Utility 实验室建筑发电机实用程序
Create base modules to use with the building generator, as well as override base module behavior. 创建用于建筑生成器的基本模块,并替代基本模块行为。
Labs CSV Exporter 实验室CSV导出程序
Export geometry attibutes to a CSV file. 将几何属性导出到CSV文件。
Labs Cable Generator 实验室电缆发电机
Given a curve that represents the high 'pin' points and low 'sag' points of a cable, this sop will generate sagging cables, with user definable cable count, shape, colour. 给定一条代表电缆高“引脚”点和低“垂度”点的曲线,本标准操作程序将生成垂度电缆,并具有用户可定义的电缆数量、形状和颜色。
Labs Calculate Occlusion 实验室计算遮挡
Vertex Based Ambient Occlusion Calculation 基于顶点的环境光遮挡计算
Labs Calculate Slope 实验室计算斜率
Calculate the slope of a surface by comparing to a direction, and optionally blur and remap the result. 通过与方向进行比较来计算表面的坡度,并可以选择模糊和重新映射结果。
Labs Color Adjustment Labs颜色调整
Several Common Adjustment Operations on Vertex Colors 顶点颜色的几种常见调整操作
Labs Color Blend 实验室颜色混合
Blends Color data on 2 separate meshes based on common algorithms 基于通用算法混合两个独立网格上的颜色数据
Labs Color Gradient Labs颜色渐变
Generates a Vertex Color Gradient on a mesh 在网格上生成顶点颜色渐变
Labs Coord Swizzle Quaternion 实验室坐标Swizzle四元数
Swizzles Quaternions in order to change rotation spaces 搅拌四元数以改变旋转空间
Labs Coord Swizzle Vector Labs Coord Swizzle矢量
Reorders Vector Components 重新排序向量分量
Labs Curve Branches 实验室曲线分支
Scatters curves over curves, with many intuitive controls to go from clean geometric branches to organic vines. Duplicates of this sop can be chained together for recursive growth, approximating the look of L-Systems but much more controllable. 将曲线分散在曲线上,通过许多直观的控制从干净的几何树枝到有机藤蔓。此sop的副本可以链接在一起进行递归增长,类似于L系统的外观,但更可控。
Labs Curve Sweep 实验室曲线扫描
Sweep a profile along input curves, with simple controls for profile type, width, and twist behavior. 沿着输入曲线扫描轮廓,对轮廓类型、宽度和扭曲行为进行简单控制。
Labs Cylinder Generator 实验室圆柱发电机
Create a tube from a curve, with uv’s and normals. 使用uv和法线从曲线创建管状体。
Labs Decal Projector 实验室贴花投影仪
Project a decal (localised piece of geometry and a texture) onto geometry. 将贴花(局部化的几何体和纹理)投影到几何体上。
Labs Delete Small Parts 实验室删除小零件
Removes pieces based on connectivity and size 根据连通性和大小移除碎片
Labs Delight 实验室快乐
Remove light and shadow variation from photogrammetry textures. 从摄影测量纹理中移除光影变化。
Labs Dem Bones Skinning Converter Labs Dem骨骼剥皮转换器
Dem Bones Skinning Converter is a SOP that can convert any non-changing topology deforming mesh sequence into a bone based animation. Dem骨骼蒙皮转换器是一个SOP,可以将任何不改变拓扑结构的变形网格序列转换为基于骨骼的动画。
Labs Destruction Cleanup 实验室销毁清理
Prepare rigid body simulation results for export, reducing redundant geometry, cleaning normals, cleaing attributes. 为导出准备刚体模拟结果,减少冗余几何体,清理法线,清理属性。
Labs Detail Mesh 实验室细节网格
The Detail Mesh SOP allows you to project a so called detail mesh onto template geometry. 细节网格SOP允许您将所谓的细节网格投影到模板几何体上。
Labs Dirt Skirt 实验室污垢裙
Create a geometry 'skirt' where an object and ground plane intersect, to be used as a soft blend in a game engine. 在物体和地平面相交处创建一个几何“裙边”,在游戏引擎中用作软融合。
Labs Disc Generator 实验室光盘生成器
Create a polygon disc with uv’s and normals 使用uv和法线创建多边形圆盘
Labs Dissolve Flat Edges 实验室溶解平边
Remove edges on flat surfaces. 去除平面上的边缘。
Labs Distance From Border 实验室与边界的距离
Calculates the distance for each point from the nearest unshared edge 计算每个点到最近的非共享边的距离
Labs Edge Color 实验室边缘颜色
Color sharp edges on geometry 为几何图形上的锐边着色
Labs Edge Group To Curve 实验室边缘组到曲线
Converts an Edge Group to a Poly Curve 将边组转化为多边形曲线
Labs Export UV Wireframe 实验室导出UV线框
Allows you to export the UV wireframe for texturing 允许您导出UV线框进行纹理处理
Labs Extract Borders 实验室提取边框
Extract curves from Meshes 从网格中提取曲线
Labs Extract Filename 实验室提取文件名
Utility SOP to store the filename of a file SOP as its detail attributes to be then used in other SOPs. 实用程序SOP将文件SOP的文件名存储为其详细属性,以便在其他SOP中使用。
Labs Extract Silhouette 实验室摘录剪影
Create an outline of an object projected from one of the axes, xyz. 创建从其中一个轴xyz投影的对象的轮廓。
Labs FBX Archive Import 实验室FBX存档导入
Import an FBX as an archive similar to how the Alembic Archive sop works. 将FBX作为档案导入,类似于Alembic档案sop的工作方式。
Labs Flowmap 实验室流程图
This utility tool sets up a flowmap template on your input geometry. 该实用工具在输入几何上设置一个流图模板。
Labs Flowmap Obstacle 实验室流程图障碍
The flowmap obstacle SOP allows for easy modifications on the flowmap based on geometry. 流程图障碍标准操作程序允许根据几何形状轻松修改流程图。
Labs Flowmap Shader 实验室流程图着色器
The flowmap SHOP is a glsl based viewport shader to preview flowmap shaders. 流图商店是一个基于glsl的视口着色器,用于预览流图着色器。
Labs Flowmap Visualize 实验室流程图可视化
A high quality realtime preview of a flowmap texture in the Houdini viewport. 胡迪尼视口中的高质量流图纹理实时预览。
Labs Flowmap to Color 实验室流程图转彩色
The flowmap to color SOP converts the flowmap data to vertex colors 流程图到颜色SOP将流程图数据转换为顶点颜色
Labs Gaea Tor Processor 盖亚实验室Tor处理器
Runs Gaea .TOR files from inside Houdini. 掌管盖亚。胡迪尼内部的TOR文件。
Labs GameRes 游戏实验室
Full Pipeline Node to Take High Res Models to Low Res 将高分辨率模型转换为低分辨率模型的完整管道节点
Labs Games Baker 实验室游戏面包师
Generate Textures based on a High Poly to Low Poly match 基于高多边形到低多边形匹配生成纹理
Labs Gas Expand from Temperature 实验室气体因温度而膨胀
Creates divergence from temperature change. 温度变化导致发散。
Labs Gas Flamefront 实验室气体火焰前锋
A simple flamefront combustion model. 一个简单的火焰前锋燃烧模型。
Labs GoZ Import 实验室GoZ导入
Sends Houdini Mesh data automatically to Zbrush 将胡迪尼网格数据自动发送到Zbrush
Labs GoZ Import 实验室GoZ导入
Contains GoZ data sent from Zbrush 包含从Zbrush发送的GoZ数据
Labs Group Curve Corners 实验室组曲线拐角
Creates Groups for Inside and Outside corner points 为内外角点创建组
Labs Group by Measure 实验室按度量分组
Allows for grouping geometry based on properties that can be measured 允许根据可测量的属性对几何图形进行分组
Labs Guide Flowmap 实验室指南流程图
The Guide Flowmap modifies a flowmap based on a guide curve. 引导流程图基于引导曲线修改流程图。
Labs HF Combine Masks 实验室高频组合口罩
Simplifies the process of blending masks together in Heightfields 简化在高度场中混合遮罩的过程
Labs HF Insert Mask 实验室高频插入式面膜
Allows you to insert a layer from another heightfield. 允许您从另一个高度字段插入一个层。
Labs Houdini Icon 实验室胡迪尼图标
Geometric representation for Houdini icon 胡迪尼图标的几何表示
Labs Impostor Camera Rig 实验室冒名顶替相机钻机
This OBJ sets up a camera rig to be used with the Impostor Texture ROP 这个OBJ设置了一个用于视点替用特效纹理ROP的相机装备
Labs Impostor Texture Labs视点替用特效纹理
The impostor tool creates texture sheets to fake 3D objects in your game engine. 视点替用特效工具在游戏引擎中创建纹理片来伪造3D对象。
Labs Inside Face UVs 实验室内表面紫外线
Create UV’s for inside faces of voronoi fractured geometry. 为voronoi断裂几何体的内部面创建UV。
Labs Instant Meshes 实验室即时网格
This tool allows you to run geometry through InstantMeshes and generate a quad mesh. 该工具允许您通过即时网格运行几何体并生成四边形网格。
Labs LOD Create 实验室LOD创建
The LOD Create SOP allows for easy LOD generation. LOD创建SOP允许轻松生成LOD。
Labs LOD Hierarchy 实验室LOD层次
Create and export an LOD Hierarchy as FBX 创建详细等级层次并将其导出为FBX
Labs Lightning 实验室闪电
Generate lightning effect around meshes 在网格周围生成闪电效果
Labs Lot Subdivision 实验室批次细分
Divide polygons into panels 将多边形分割成面板
Labs Make Loop 实验室形成循环
Takes a mesh or volume that is animated and loops them 获取动画网格或体积并循环它们
Labs Make Loop 实验室形成循环
Takes a mesh or volume that is animated and loops them 获取动画网格或体积并循环它们
Labs MapBox 实验室地图框
Generate color, height and Open Street Map (OSM) curves using data provided by mapbox.com. 使用mapbox.com提供的数据生成颜色、高度和开放式街道地图(OSM)曲线。
Labs Maps Baker 实验室地图贝克
Generates textures bakes from a high resolution to low resolution model at near interactive speeds. 以接近交互的速度生成从高分辨率到低分辨率模型的纹理烘焙。
Labs MatCap Shader 实验室MatCap着色器
Apply a 'matcap' image to give the appearance of high quality shading at realtime framerates. 应用“matcap”图像以实时帧速率呈现高质量阴影的外观。
Labs Measure Curvature 实验室测量曲率
Generates Point Colors based on the Curvature of the Model 基于模型的曲率生成点颜色
Labs Merge Small Islands 实验室合并小岛
Consolidates Small UV Islands into Larger Neighbors 将较小的紫外线岛整合成较大的邻居
Labs Mesh Sharpen 实验室网格锐化
Sharpens the geometry based on curvature 基于曲率锐化几何体
Labs Mesh Slice 实验室网状切片
Clips the geometry into multiple submeshes based on a 3d grid pattern 基于3d栅格图案将几何体裁剪为多个子网格
Labs Mesh Tiler 实验室网格平铺器
Quickly tile geometry on a planar surface. 在平面上快速平铺几何体。
Labs Mesh Tiler 实验室网格平铺器
Makes disconnected geometry lying on a plane tileable. 使平面上断开的几何图形可平铺。
Labs Min Max Average 实验室最小最大平均值
Multiple Min/Max/Average Analysis in a single node 单个节点中的多个最小值/最大值/平均值分析
Labs Motionvector Shader Labs运动矢量着色器
Viewport shader for motion vector textures 运动向量纹理的视口着色器
Labs Multi Bounding Box 实验室多边界框
Generate Several Bounding Boxes For the Input Mesh 为输入网格生成几个边界框
Labs Multi File 实验室多文件
Load several Geometry files at once 一次加载多个几何文件
Labs Niagara ROP 尼亚加拉瀑布实验室
Export point caches to be used with Unreal’s Niagara particle system. 导出点缓存以用于Unreal的尼亚加拉粒子系统。
Labs OBJ Importer OBJ实验室进口商
Import an OBJ File including its materials and textures. 导入一个OBJ文件,包括其材料和纹理。
Labs OSM Buildings OSM实验室大楼
Generate Buildings from OSM Data 根据OSM数据生成建筑物
Labs OSM Filter 实验室OSM过滤器
Isolates Specific OSM Data Layers 隔离特定的OSM数据图层
Labs OSM Import OSM进口实验室
Imports Open Street Map Data 导入开放街道地图数据
Labs PBR Shader 实验室PBR着色器
Physically Based Viewport Shader 基于物理的视口着色器
Labs Path Deform 实验室路径变形
Deform geometry along a curve. 沿曲线变形几何体。
Labs Physics Painter 实验室物理画师
Physics Painter is a SOP that allows users to paint physics objects onto any other object. Physics Painter是一个SOP,允许用户将物理对象绘制到任何其他对象上。
Labs Pick and Place 实验室挑选和放置
Allows you to interactively place individual objects in a scene. 允许您在场景中交互式放置单个对象。
Labs PolyDeform Labs PolyDeform
Warps a source mesh to match the shape of a target 扭曲源网格以匹配目标的形状
Labs Procedural Smoke 实验室程序烟雾
The procedural smoke SOP will generate an animated volume to represent smoke. 程序性烟雾SOP将生成一个动画体积来表示烟雾。
Labs Progressive Resample 实验室渐进重采样
Resamples a curve progressively based on an attribute 基于属性对曲线进行渐进重采样
Labs Quadrangulate 实验室四边形
Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state 获取三角网格并尝试折叠对角边以将网格返回到四边形主导状态的简单节点
Labs Quadrangulate 实验室四边形
Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state 获取三角网格并尝试折叠对角边以将网格返回到四边形主导状态的简单节点
Labs Quadrangulate 实验室四边形
Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state 获取三角网格并尝试折叠对角边以将网格返回到四边形主导状态的简单节点
Labs Quick Basic Tree 实验室快速基本树
Creates a quick basic tree 创建快速基本树
Labs Quick Material 实验室快速材料
The QuickMaterial sop is a convenience tool that allows you to very easily set up PBR materials. 快速材料标准操作程序是一个方便的工具,允许您非常容易地设置PBR材料。
Labs RBD Edge Strip 实验室RBD边缘地带
Generate polystrips on fractured geometry for extra destruction detail in game engines. 在游戏引擎中为额外的破坏细节在断裂几何体上生成多边形条纹。
Labs RBD to FBX RBD实验室到FBX
This tool allows for fast export of an RBD Sim to bone based FBX 该工具允许快速将RBD Sim导出到基于骨骼的FBX
Labs RC Register Images 实验室RC注册图像
Utility node for the RealityCapture tools. 真实捕获工具的实用程序节点。
Labs ROP Vector Field 实验室ROP矢量场
Export a vector field, compatible with Unreal Engine. 导出一个矢量场,与虚幻引擎兼容。
Labs ROP Volume Texture 实验室ROP体积纹理
Take a volume as an input and export a texture of the density field. 将体积作为输入并导出密度场的纹理。
Labs Remove Inside Faces 实验室移除内部面孔
This tool removes inside faces for objects that are intersecting. 此工具可删除相交对象的内部面。
Labs Repair 实验室维修
Quickly Spot Heal a Mesh 快速定点修复网格
Labs Rizom Bridge 实验室Rizom桥
Enables the use of Rizom UV within Houdini 支持在Houdini中使用Rizom UV
Labs Road Generator 实验室道路发电机
Generate roads from curves or OSM data 从曲线或OSM数据生成道路
Labs SciFi Panels 实验室SciFi面板
Example HDA from the Rebirth Project to generate Sci Fi Panneling 重生计划中的HDA生成科幻小说的例子
Labs Simple Baker 实验室简易面包机
SOP Based Baking of Texture Maps 基于SOP的纹理贴图烘焙
Labs Sine Wave 实验室正弦波
Deforms a mesh based on a sine wave curve 基于正弦波曲线变形网格
Labs Sketchfab 实验室草图制作
Uploads geometry to Sketchfab 将几何图形上传到Sketchfab
Labs Skinning Converter 实验室剥皮转换器
Skinning Converter is a SOP that can convert any non-changing topology deforming mesh sequence into a bone based animation. 蒙皮转换器是一个SOP,可以将任何不改变拓扑的变形网格序列转换为基于骨骼的动画。
Labs Snow Buildup 实验室积雪
Adds geometry to an input mesh that mimics snow buildup 向模拟积雪的输入网格添加几何体
Labs Soften Normals 实验室柔化法线
Soften Normals is a convenience SOP that is frequently used to prepare geometry for baking. “柔化法线”是一个方便的SOP,经常用于为烘焙准备几何体。
Labs Sphere Generator 实验室球体生成器
The sphere generator creates a sphere from a cube with uv’s and normals. 球体生成器使用uv和法线从立方体创建球体。
Labs Spiral 实验室螺旋
Creates a spiral curve 创建缓和曲线
Labs Splatter 实验室飞溅
Creates a POP Fluid simulation setup for splattering. 为飞溅创建POP流体模拟设置。
Labs Split Primitives by Normal 实验室按法线分割图元
Split primitives into separate outputs based on normals 基于法线将基本体分割成单独的输出
Labs Star 实验室之星
Create a simple star primitive. 创建一个简单的星形图元。
Labs Static Fracture Export 实验室静态断裂导出
The Static Fracture SOP takes static geometry data from sop level, and separates them into newly generated geometry containers on object level 静态断裂sop从SOP级别获取静态几何数据,并将其分离到对象级别新生成的几何容器中
Labs Straight Skeleton 2D 实验室直骨架2D
Generate the central curve (straight skeleton) for 2D input shapes. 为2D输入形状生成中心曲线(直线骨架)。
Labs Straight Skeleton 3D Labs直骨架3D
Generates a curve based on the internal structure of a mesh 基于网格的内部结构生成曲线
Labs Straighten 实验室拉直
Orients a mesh based on UP and FRONT groups 基于上组和前组定向网格
Labs Sweep Geometry 实验室扫描几何
Sweeps geometry along a curve. 沿曲线扫掠几何图形。
Labs Symmetrize 实验室对称化
Clips and mirrors geometry along an axis. 沿轴裁剪和镜像几何。
Labs Terrain Layer Export 实验室地形图层导出
The terrain layer export SOP exports a heightfield with the correct settings for Unreal. 地形层导出SOP使用虚幻的正确设置导出高度场。
Labs Terrain Layer Import 实验室地形层导入
The terrain layer import SOP exports a heightfield with the correct settings from Unreal. 地形层导入SOP从Unreal导出具有正确设置的高度场。
Labs Terrain Mesh ROP 实验室地形网格ROP
The Terrain Segment SOP allows you to convert the plugged in heightfield into geometry. 地形分段SOP允许您将插入的高度场转换为几何图形。
Labs Terrain Texture ROP 实验室地形纹理ROP
The Terrain Texture rop SOP renders image data from a heightfield. 地形纹理rop SOP渲染来自高地的图像数据。
Labs Test Geometry: Luiz 实验室测试几何:路易斯
A scan of Luiz Kruel 路易斯·克鲁尔的扫描
Labs Test Geometry: Paul 实验室测试几何:保罗
A scan of Paul Ambrosiussen 保罗·安布罗休森的扫描
Labs Texel Density 实验室纹理密度
Calculates and corrects texel density of an asset. 计算并校正资源的纹理密度。
Labs Thicken 实验室浓缩
Extrudes a mesh along it’s averaged normals 沿网格的平均法线挤出网格
Labs Trace PSD File 实验室跟踪PSD文件
Generates Curves from Photoshop File Layers 从Photoshop文件图层生成曲线
Labs Trim Texture 实验室修剪纹理
Interactive version of the Trim Texture node. 修剪纹理节点的交互式版本。
Labs Trim Texture Utility 实验室修剪纹理工具
Helps preparing trim texture geometry for a Trim Texture workflow 帮助为修剪纹理工作流准备修剪纹理几何体
Labs Triplanar Displace 实验室三平面置换
Displacing geometry based on a triplanar projection 基于三平面投影的置换几何
Labs Turntable 实验室转盘
Rotates the input geometry around itself based on the timeline 基于时间线围绕自身旋转输入几何体
Labs UV Transfer 实验室紫外线转移
Transfer uv’s between a source and target geometry. 在源几何体和目标几何体之间传递uv。
Labs UV Unitize 实验室紫外线单元
Converts every primitive to 0-1 UVs 将每个基本体转化为0-1个uv
Labs UV Visualize 实验室紫外可视化
Different methods of visualizing UV Data 可视化紫外线数据的不同方法
Labs Unreal Pivot Painter 实验室虚幻枢轴画家
Pivot Painter is a SOP that stores model pivot and rotation information in the model’s vertex data and additional UV channels. Pivot Painter是一个SOP,它将模型枢轴和旋转信息存储在模型的顶点数据和附加UV通道中。
Labs Voxel Mesh Labs体素网格
Convert a Polygon Mesh into a Volume and back into Polygons 将多边形网格转化为体积,然后再转化为多边形
Labs WFC Initialize Grid WFC实验室初始化网格
A utility tool to initialize a WFC grid to be used with the WFC Solver 一种用于初始化WFC格网的实用工具,可用于WFC求解器
Labs WFC Initialize Grid WFC实验室初始化网格
A utility tool to paint attribute values on a grid used by the WFC Solver 用于在WFC求解器使用的格网上绘制属性值的实用工具
Labs Wang Tiles Decoder 实验室王瓷砖解码器
A decoder that decodes color information into Wang Tilesets. 将颜色信息解码为王图块集的解码器。
Labs Wang Tiles Sample 实验室王瓷砖样品
Sample tiles that can be used as Wang Tilesets. 可以用作王瓷砖集的样本瓷砖。
Labs XYZ Pointcloud Exporter 实验室XYZ点云出口商
Export a pointcloud to XYZ file. 将点云导出到XYZ文件。