Sort SOP
Summary
The Sort SOP allows you to sort points and primitives in different ways. Sometimes the primitives are arranged in the desired order, but the point order is not. There are many possible combinations. To sort vertices, use the Primitive SOP.
Contents
Parameters  Point Page
Point Sort ptsort
 ⊞  Sort the points in the input geometry, according to the following criteria:
 No change
none
 No sorting is applied.
 By vertex order
vtxord
 Order points in same order as vertices.
 By x
byx
 Sort according to X position.
 By y
byy
 Sort according to Y position.
 By z
byz
 Sort according to Z position.
 Reverse
rev
 Reverse the point order.
 Random
seed
 Randomize point order using the specified seed without changing the point positions.
 Shift
shift
 Shift points by the amount specified on the Offset parameter.
 Proximity to Point
prox
 Sort points by their proximity to the specified point.
 Along Vector
vector
 Sorts points along either a user or objectdefined vector.
 Distance to Object
object
 Sorts points based on distance to the object specified in the Vector Object parameter.
 Closest Neighbour
neighbour
 Reorders points based on next closest. Slow nxn search.
Seed pointseed
 The random seed when Point Sort is set to Random.
Offset pointoffset
 Shift point order by the amount specified on the offset line.
Point pointprox
 ⊞  The X, Y and Z coordinates to reference when sorting by Proximity to Point.
pointproxx

Y pointproxy

pointproxz
Vector Object pointobj
 Sort points along a vector defined by the object's transformation values.
Vector pointdir
 ⊞  Allows you to specify a unique vector along which points can be sorted.
pointdirx

Y pointdiry

pointdirz
Parameters  Primitive Page
Primitive Sort primsort
 ⊞  Sort the primitives according to the following criteria:
 No change
none
 No sorting is applied.
 By x
byx
 Sort according to X position.
 By y
byy
 Sort according to Y position.
 By z
byz
 Sort according to Z position.
 By Type
bytype

 Reverse
rev
 Reverse primitive order.
 Random
seed
 Randomize primitive order using the specified seed without changing the primitive positions.
 Shift
shift
 Shift primitives by the amount the specified on the Offset parameter.
 Proximity to Point
prox
 Sort primitives by their proximity to the specified point.
 Along Vector
vector
 Sorts primitives along either a user or objectdefined vector.
 Distance to Object
object
 Sorts primitive based on distance to the object specified in the Vector Object parameter.
Seed primseed
 Random seed when sorting by Random.
Offset primoffset
 Shift primitive order by the amount specified on the offset line.
Point primprox
 ⊞  The X, Y and Z coordinates to reference when sorting by Proximity to Point.
primproxx

Y primproxy

primproxz
Vector Object primobj
 Sort primitives along a vector defined by the object's translation.
Vector primdir
 ⊞  Allows you to specify a unique vector along which primitives can be sorted.
primdirx

Y primdiry

primdirz
Parameters  Particle Page
Particles are sorted on a perparticle system basis. That is if you have a SOP with 2 different particle system primitives, they are sorted independently of each other.
Particle Sort partsort
 ⊞  Sort the primitives according to the following criteria:
 No change
none
 No sorting is applied.
 By x
byx
 Sort according to X position.
 By y
byy
 Sort according to Y position.
 By z
byz
 Sort according to Z position.
 Reverse
rev
 Reverse particle order.
 Shift
shift
 Shift particles by the amount the specified on the Offset parameter.
 Proximity to Point
prox
 Sort particle by their proximity to the specified point.
 Along Vector
vector
 Sorts particles along either a user or objectdefined vector.
 Distance to Object
object
 Sorts particles based on distance to the object specified in the Vector Object parameter.
Reverse Results partreverse
 Reverses the result from the Particle Sort as defined above.
Offset partoffset
 Shift particle order by the amount specified on the offset line.
Point partprox
 ⊞  The X, Y and Z coordinates to reference when sorting by Proximity to Point.
partproxx

Y partproxy

partproxz
Vector Object partobj
 Sort particles along a vector defined by the object's translation.
Vector partdir
 ⊞  Allows you to specify a unique vector along which particles can be sorted.
partdirx

Y partdiry

partdirz
SOPs 

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An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.
Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.
The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.
A surface type in SOPs including polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other shapes like sphere, tube, and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.