These are a list of nodes that I’ve found to be very helpful but are not particularly easy to find.
Ray SOP
Functions similar to a shrinkwrap modifier in Blender, Pulls all points from a target mesh to the closest point on a collision mesh. Also has a different mode that uses ray projections.
Carve SOP
Uses curveu attribute to trim the start and end of a spline, similar to trim paths in After Effects
Enumerate SOP
Enumerate SOP allows you to create point numbers relative to within a group, while normally @ptnum would refer to the point number relative to the whole geometry
Invoke and Compile Block SOP
The invoke SOP is used when you need to apply a set of operations to many different objects, and changing the operation changes the output for all of the affected objects.
Set the input name on the invoke SOP as the same as the input name of the compile begin SOP
Uncompilable nodes are not supported by the compile block, such as Python SOPs.
Group by Attribute SOP
Group by attribute creates groups with the same name as the value of a specified attribute; A very good use case is using a connectivity sop to create a class attribute and then you can use this node to create groups based on connectivity.
Fetch , Rivet and Extract Transform
Fetch is a /obj node that allows you to parent two different nodes in the /obj network which may be in different levels.
Rivet is another /obj node which allows you to parent a /obj level to an object within SOP level, it does not inherit orientation by default unless you enable ==Use Point Vector Attributes for Rivet Frame (using up and N)==
==Extract Transform== is a sop level node that takes an /obj level node and outputs a single point containing it’s position, orientation and pivot. Use copy to points to transfer it’s animation onto another geometry.
Principal Component Analysis
Labs UV Transfer
This node will work better than transferring UVs using the standard Attribute Transfer SOP. The UV seams will be preserved compared to the weird artifacts where the standard attribute transfer tries to interpolate in the seams. The way the node achieves this is by splitting up the points by each UV island and doing the transfer that way.