The nodes are grouped into contexts, similar to how they are organized in Houdini.
- OBJ Nodes are the top level ones, where you would create cameras, lights, geometry containers and material containers.
- SOP Nodes or Surface Operators allow you manipulate geometries, such as points, polygons, lines as well as attributes on them.
- MAT Nodes are materials, which you would apply to geometries to define their look
- COP Nodes or Compositing Operators are used to manipulate textures.
- Event Nodes are were you define user interactions, such as camera controls and picker nodes, which controls what happens under the mouse cursor.
- GL Nodes allow you to create custom glsl shaders without having to write code. They are similar to VOPs in Houdini. You can use them inside MAT nodes, as well as the Particles System GPU SOP and the Builder COP.
The documentation is still in progress, but you can start by some of the most important nodes:
- Copy SOP, to re-evaluate the graph for each instance.
- Data SOP, to create sets of points easily.
- File SOP, to import geometries, such as obj or glb files.
- Instance SOP, to create render time instances.
- Particles System GPU SOP, which helps create particles systems.
- Points MAT, dedicated to points.
- Mesh Lambert MAT and Mesh Standard MAT, which help you creating complex glsl shaders without coding.
- Builder COP, which allows you to create textures with GL Nodes, just like you can for materials.