Operators
Object
Ambient Light
(
interactive
)
Atmosphere
(
interactive
)
Blend
(
interactive
)
Bone
(
interactive
)
Camera
(
interactive
)
Fetch
(
interactive
)
Force
(
interactive
)
Geometry
(
interactive
)
Handle
(
interactive
)
Light
(
interactive
)
Microphone
(
interactive
)
Null
(
interactive
)
Path (
interactive
)
PathCV (
interactive
)
Sound
(
interactive
)
Sticky
SubNetwork
(
interactive
)
Switcher
(
interactive
)
Sop
Add
Align
Arm
AttribComposite
AttribCopy
AttribCreate
AttribMirror
AttribPromote
AttribStringEdit
AttribTransfer
Attribute
Bake VEX
Basis
Blast
Blend
BlendShapes
Boolean
Bound
Box
Bridge
Bulge
Cache
Cap
Capture
CaptureCorrect
CaptureEdit
CaptureLayerPaint
CaptureMirror
CaptureOverride
CapturePaint
CaptureProximity
CaptureRegion
Carve
Channel
Circle
Clay
Clean
Clip
Comb
(
interactive
)
Convert
Convert Meta
Cookie
Copy
Crease
Creep
Curve
(
interactive
)
CurveClay
Curvesect
Deform
Delete
Dissolve
Divide
Duplicate
EdgeCollapse
EdgeCusp
EdgeDivide
EdgeFlip
Edit
(
interactive
)
Ends
Extrude
Facet
File
Fillet
Fit
Font
Force
Fractal
Fuse
Grid
Group
GroupCopy
GroupTransfer
Hole
Inflate
IsoSurface
Join
Joint
LOD
LSystem
Lattice
Layer
Limb
Line
Magnet
MatchTopology
Measure
Merge
Metaball
Mirror
Model
Network
Null
Object Merge
POP Network
Paint
(
interactive
)
Particle
Partition
Paste
Peak
Platonic Solids
Point
PolyBevel
PolyCap
PolyExtrude
PolyKnit
(
interactive
)
PolyLoft
PolyPatch
PolyReduce
PolySpline
PolySplit
(
interactive
)
PolyStitch
PolyWire
Pop Merge
Primitive
PrimitiveSplit
Profile
Project
RMan Shader
Rails
Ray
Refine
Resample
Rest position
Reverse
Revolve
Round
Sculpt
(
interactive
)
Sequence Blend
Shader
Skeleton
Skin
Smooth
SoftPeak
SoftTransform
Sort
Sphere
Spring
Starburst
Stitch
SubNetwork
Subdivide
Superquad
Surfsect
Sweep
Switch
Torus
Trace
Trail
Transform
TransformAxis
TriBezier
TriStrip
Trim
Tube
Twist
UVBrush
(
interactive
)
UVEdit
UVFuse
UVPelt
UVProject
UVTexture
UVTransform
UVUnwrap
Unix
Unpaste
Vertex
VertexSplit
Visibility
WireCapture
WireDeform
Wireframe
Pop
Acceleration
Age
AngVelocity
Attractor
AttribTransfer
Attribute
Collect
Collision
Color
Creep
Drag
Event
Fan
FireWorks
Follow
Force
Group
HitInfo
Instance
Interact
Kill
Limit
Lineage
Location
(
2
)
Lookat
Orbit
Position
Property
Proximity
RBDConstrain
RBDCreate
RBDUnify
Render
Resistance
Rotation
SoftBody
SoftLimit
Source
Speed Limit
Split
Sprite
State
Stream
SubNetwork
Suppress Rule
Switch
Torque
Translation
Up Vector
VEX
Velocity
Wind
Particle
POP Network
Cop2
Blend
Blur
Bright
Bump
Channel Copy
Chromakey
Color
Color Correct
Color Curve
Color Replace
Composite
Contrast
Convert
Convolve
Corner Pin
Crop
Defocus
Deform
Delete
DilateErode
Edge Blur
(
2
)
Edge Detect
Equalize
Expand
Extend
Fetch
Field Merge
Field Split
Field Swap
File
Flip
Font
Function
Gamma
Geometry
HSV
HueCurve
Invert
Layer
Limit
Lookup
Lumakey
Median
Merge
Mono
Mosaic
Noise
Null
Pixel
Premultiply
Pulldown
Pushup
Quantize
Ramp
Reference
Rename
Render
Reverse
RotoSpline
Scale
Sequence
Shape
Sharpen
Shift
Shuffle
Snip
Subnet
Swap
Switch
System
Tile
TimeScale
TimeWarp
Transform
Trim
Unpin
VEX Filter
VEX Generator
Vector
Window
Vop
Absolute
Add
Add Attribute
Add Constant
Add Point To Group
Align
Alpha Mix
And
Anti-Aliased Noise
Attenuated Falloff
Average
Average Vector Component
Banana Skin
Blend Regions
Bounding Box
Box Clip
Boxes
Bricker
Bricks
Bump Map
Bump Noise
Burlap
COP Input
Cardboard
Cavities
Ceiling
Cellular Cracks
Cellular Noise
Chrome Environment
Clamp
Cloud Environment
Clouds
Color Map
Color Mix
Compare
Complement
Concrete
Constant
Copy
Create Point Group
Cross Product
Degrees To Radians
Depth Map
Determinant
Direction Space Change
Displace Along Normal
Distance
Distance Point To Line
Divide
Divide Constant
Dot Product
Edge Falloff
Egg Shell
Environment Map
Euler To Quaternion
Exponential
Extract Transform
Fast Shadow
Filter Shadow
Filter Step
Fire
Float To Integer
Float To Matrix
Float To Matrix3
Float To Vector
Float To Vector4
Floor
For Loop
Fraction
Fresnel
From NDC
Front Face
Furrows
Get Matrix Component
Get Matrix3 Component
Get Object Transform
Get Vector Component
Get Vector4 Component
Gingham Checks
Glass
Global Variables
Glow
Gradient 3D
HSV To RGB
Hair
Halo
Has Input
High-Low Noise
If Connected
If-Then Block
Illuminance Loop
Import Attribute
Import Displacement Variable
Import Light Variable
Import Surface Variable
Inline Code
Integer To Float
Integrate 3D
Intersect
Invert
Irradiance
Is Connected
Is Fog Ray
Is Front Face
Is Shadow Ray
Length
Lighting Model
Look At
Luminance
Make Transformer
Mandelbrot Set
Marble
Matrix To Float
Matrix3 To Float
Matrix3 To Quaternion
Matte
Max Vector Component
Maximum
Meta-Loop Import
Meta-Loop Next
Meta-Loop Start
Metaball Attribute
Metaball Density
Metaball Space
Metaball Weight
Min Vector Component
Minimum
Mix
Modulo
Mold
Mosaic
Multiply
Multiply Add Constant
Multiply Constant
Negate
Neighbour
Neighbour Count
NonDeterministic Random
Normalize
Not
Occlusion
Or
Orient
Oscillations
Output Variables
Parameter
Periodic Noise
Photon Output Variables
Pixel Area
Pixel Derivative
Plane Clip
Plane Count
Plane Exists
Plane Index
Plane Name
Plane Size
Point Count
Point In Bounding Box
Point In Group
Point Loop
Power
Primitive Attribute
Primitive Normal
Print
Quaternion
Quaternion Multiply
Quaternion To Matrix3
RGB To HSV
Radians To Degrees
Rainbow
Ramps
Random
Ray Bounce Level
Ray Bounce Weight
Ray Hit
Ray Trace
Reflect
Reflected Light
Reflective
Refract
Refracted Light
Resolution
Rest Position
Rings
Ripples
Rotate
Round To Integer
Rounded Hexes
Rounded Stars
Rust Perforation
Scale
Scales
Set Matrix Component
Set Matrix3 Component
Set Vector Component
Set Vector4 Component
Shading Area
Shading Derivative
Shading Layer Parameter
Shading Normal
Shadow
Shadow Map
Shadow Matte
Shift Range
Shiny Metal
Sign
Skin
Smoke
Smooth
Soft Dots
Space Change
Space Change To Object
Spherical Linear Interp
Splatter
Spline
Square Root
Stone
Stone Wall
Stripes
Stucco
Subnet
Subnet Inputs
Subnet Outputs
Subtract
Subtract Constant
Switch
Texture
Texture 3D
Texture 3D Box
Thin Film
Tiled Boxes
Tiled Hexagons
Timing
To NDC
Transform
Translate
Translucent
Trigonometric Functions
Turbulent Noise
Two Sided
Two Tone
Two Way Switch
UV Noise
UV Project
UV Space Change
UV Transform
Vector Cast
Vector To Float
Vector To Vector4
Vector4 To Float
Vector4 To Vector
Veins
Voronoi Noise
Water Surface
Waves
While Loop
Wireframe
Wood
Wood Plank
Worley Noise
VopNet
SubNetwork
VEX Compositing Filter
VEX Compositing Generator
VEX Displacement Shader
VEX Fog Shader
VEX Geometry Operator
VEX Image3D Shader
VEX Light Shader
VEX Motion and Audio Operator
VEX Particle Operator
VEX Photon Shader
VEX Shadow Shader
VEX Surface Shader
Chop
Acoustic
Area
Attribute
Audio In
Band EQ
Beat
Blend
Composite
Constant
Copy
Count
Cycle
Delay
Delete
Envelope
Export
Expression
Extend
Fan
Feedback
Fetch
File
Filter
Function
Geometry
Gesture
Handle
Hold
Image
Interpolate
InverseKin
Jiggle
Keyboard
Lag
Limit
Logic
Lookup
MIDI In
MIDI Out
Math
Merge
Mouse
Network
Noise
Null
Object
Oscillator
Parametric EQ
Particle
Pass Filter
Phoneme
Pipe In
Pipe Out
PreTransform
Pulse
Record
Rename
Reorder
Resample
Sequence
Shift
Shuffle
Slope
SpatialAudio
Spectrum
Spline
Spring
Stretch
SubNetwork
Switch
Transform
Trigger
Trim
Voice Split
Voice Sync
Warp
Wave
Driver
3D Texture Generator
Alfred
Amazon
Archive Generator
Channel
Composite
Geometry
Mantra
Object Scene
OpenGL Renderer
RenderMan
SubNetwork
Wren 1.0
Shop
Generic displace
Generic fog
Generic interior
Generic light
Generic output
Generic shadow
Generic surface
RMan Bumpy
RMan Carpet
RMan Cloth
RMan Colored Marble
RMan Constant
RMan DepthCue
RMan Diagonal Knurl
RMan Distant Light
RMan Fog
RMan Glass
RMan Glass Ball
RMan Matte
RMan Metal
RMan Null
RMan Painted
RMan Plastic
RMan Point (No Attenuation)
RMan Point Light
RMan Red Marble
RMan Reflective Metal
RMan Shadow Distant
RMan Shadow Point
RMan Shadow Spot
RMan Shiny Metal
RMan Sin Knurl
RMan Spatter
RMan Spotlight
RMan Stippled
RMan Stone
RMan Threads
RMan/Ator BarnDoor
RMan/Ator Environment
RMan/Ator Magic Light
RMan/Ator Magic Surf
RMan/Ator Point
RMan/Ator Reflection
RMan/Ator Uberlight
RMan/Ator Volume Spot
RMan/Entropy Area Light
RMan/Entropy UberLight
RMan/Look Blinds/Spot
RMan/Look Dents
RMan/Look Knurled
RMan/Look Noisy Spot
RMan/Look Warts
RMan/Look Window/Spot
Select
SubNetwork
Switch
VEX 3D Texture Cloud
VEX 3D Texture Fog
VEX ASAD Light
VEX Ambient
VEX Attenuated Light
VEX Attenuated Spotlight
VEX Blur Shadow
VEX Brushed Aluminum
VEX Burlap
VEX Cartoon
VEX Choppy Water
VEX Clay
VEX Constant
VEX Corrugated
VEX Decal
VEX Displace Map
VEX Displacement Layers
VEX Distant Light
VEX Fluffy Clouds
VEX Fractal Dent
VEX Gingham Checks
VEX Glass
VEX Global Illumination
VEX Hair
VEX Krinkle
VEX Layered Surface
VEX Lit Fog
VEX Matte
VEX Meta Cloud
VEX Metal
VEX OpenGL Material
VEX Photon Matte
VEX Photon Plastic
VEX Plastic
VEX Point Light
VEX Polka Dots
VEX Riverbed
VEX Shadow
VEX Shadow Matte
VEX Super Material
VEX Uniform Fog
VEX Window
VEX Z-Depth Fog
VEX Z-Map Fog