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The Apply Data DOP attaches one or more pieces of data to a set of simulation objects, or to another piece of data.
The effect of attaching data to an object varies depending on the way in which the data is attached, and the solver attached to the object. For example, force data (Fan Force, Gravity Force) can be attached to an object to influence the motion of the object.
Geometry data may be attached to give a form to the object so it can be used in collision detection with other objects. Position or Motion data can be attached to directly control the way an object moves through space.
Although data is primarily attached to an object for use by the object’s solver, there are no limitations on what kind of data can be attached to an object. Any data that a solver doesn’t have a specific use for is simply ignored.
This ability to attach arbitrary data to an object can be used to hold state information that may be used elsewhere in the hip file. It also means that an object can be switched from one solver to another even if those solvers have different requirements on the data attached to the object.
The effect of attaching data to other data varies depending on the way in which the data is attached, and the solver attached to the object. Generally data attached to other data modifies the behavior or the parent data in some way.
For example, Noise subdata can be attached to most force data to add a random factor to the generated force. Or solver data can be attached to a Switch Solver or Blend Solver to specify the solvers to switch or blend between.
If this parameter is zero, the objects passing through this node are not altered in any way. No data is attached.
This parameter is evaluated for each object passing through this node, so this parameter may use object specific local variables to enable or disable the operation of this node on a per-object basis.
Only objects matching the Group string have data attached to them by this node. The Group string may be a series of space separated object group names, object names, or object ids. Wildcards, "?" and "*", can be used to match object names by pattern.
Any token can be preceded by the negation character, "^", in which case the objects matching that token are explicitly excluded. Only objects which match the Group parameter and evaluate the Activation parameter to a non-zero value are modified by this node. This parameter is only meaningful when attaching data to objects.
The first input to this node supplies the objects or data that will have new data attached to them.
The remaining inputs to this node are the data that are to be attached to the objects or data on the first input.
The objects or data input to this node are sent through the single output, but with their new data attached.
This value is the simulation time for which the node is being evaluated.
This value may not be equal to the current Houdini time represented by the variable T, depending on the settings of the DOP Network Offset Time and Time Scale parameters.
This value is guaranteed to have a value of zero at the
start of a simulation, so when testing for the first timestep of a
simulation, it is best to use a test like
$ST == 0 rather than
$T == 0 or
$FF == 1.
This value is the simulation frame (or more accurately, the simulation time step number) for which the node is being evaluated.
This value may not be equal to the current Houdini frame number represented by the variable F, depending on the settings of the DOP Network parameters. Instead, this value is equal to the simulation time (ST) divided by the simulation timestep size (TIMESTEP).
This value is the size of a simulation timestep. This value is useful to scale values that are expressed in units per second, but are applied on each timestep.
This value is the inverse of the TIMESTEP value. It is the number of timesteps per second of simulation time.
This is the number of objects in the simulation. For nodes that create objects such as the Empty Object node, this value will increase for each object that is evaluated.
A good way to guarantee unique object names is to use an expression
This value is the number of objects that will be evaluated by the current node during this timestep. This value will often be different from SNOBJ, as many nodes do not process all the objects in a simulation.
This value may return 0 if the node does not process each object sequentially (such as the Group DOP).
This value is the index of the specific object being processed by the node. This value will always run from zero to NOBJ-1 in a given timestep. This value does not identify the current object within the simulation like OBJID or OBJNAME, just the object’s position in the current order of processing.
This value is useful for generating a random number for each object, or simply splitting the objects into two or more groups to be processed in different ways. This value will be -1 if the node does not process objects sequentially (such as the Group DOP).
This is the unique object identifier for the object being processed. Every object is assigned an integer value that is unique among all objects in the simulation for all time. Even if an object is deleted, its identifier is never reused.
The object identifier can always be used to uniquely identify a given object. This makes this variable very useful in situations where each object needs to be treated differently. It can be used to produce a unique random number for each object, for example.
This value is also the best way to look up information on an object using the dopfield expression function. This value will be -1 if the node does not process objects sequentially (such as the Group DOP).
This string contains a space separated list of the unique object identifiers for every object being processed by the current node.
This string contains a space separated list of the names of every object being processed by the current node.
This value is the simulation time (see variable ST) at which the current object was created.
Therefore, to check if an object was created
on the current timestep, the expression
$ST == $OBJCT should
always be used. This value will be zero if the node does not process
objects sequentially (such as the Group DOP).
This value is the simulation frame (see variable SF) at which the current object was created.
This value is equivalent to using the dopsttoframe expression on the OBJCT variable. This value will be zero if the node does not process objects sequentially (such as the Group DOP).
This is a string value containing the name of the object being processed.
Object names are not guaranteed to be unique within a simulation. However, if you name your objects carefully so that they are unique, the object name can be a much easier way to identify an object than the unique object identifier, OBJID.
The object name can
also be used to treat a number of similar objects (with the same
name) as a virtual group. If there are 20 objects named "myobject",
strcmp($OBJNAME, "myobject") == 0 in the activation field
of a DOP will cause that DOP to operate only on those 20 objects. This
value will be the empty string if the node does not process objects
sequentially (such as the Group DOP).
This is a string value containing the full path of the current DOP Network. This value is most useful in DOP subnet digital assets where you want to know the path to the DOP Network that contains the node.
Most dynamics nodes have local variables with the same names as the node’s parameters. For example, in a Position node, you could write the expression:
$tx + 0.1
…to make the object move 0.1 units along the X axis at each timestep.
The following examples include this node.
This example shows a system for automatically detecting when RBD objects achieve a rest state and then turning off their active status. This will freeze them in place reducing computation time and jitter.
This example demonstrates how to use the Blend Solver. In this case the Blend Solver is used to blend between an RBD solution and a keyframed solution.
This example shows how to use the Copy Object DOP, in conjunction with a Multi Solver, to automatically break an RBD object in half whenever it impacts another object.
This sample illustrates three different ways to apply drag on an rbd object: by dragging the linear velocity, by dragging the angular velocity, or by directly changing the angular velocity.
This example demonstrates two fluids with different densities and viscosities interacting with a solid object.
This example demonstrates the use of the Flip Solver to mix the colors of a red fluid with a blue fluid to form a purple fluid.
This example creates a torus of paint which is dropped on the Grog character. The Grog character is then colored according to the paint that hits him. This also shows how to have additional color information tied to a fluid simulation.
This example demonstrates how to get a smooth fluid stream to pour into a glass.
This example demonstrates how to integrate a POP network with a particle fluid simulation, granting one the Total Artistic Control of POPs with the fluid dynamics of the particle fluid simulator.
This example shows how to grab animated key frame data from an RBD Glue object and blend it into a simulation of a cube fragmenting into multiple pieces on impact.
This example demonstrates how to use the Script Solver node to scale fractured pieces of an RBD sim over time.
This example shows a way to turn an RBD object into smoke. It uses multiple different colored smoke fields inside the same smoke object.
This example demonstrates a simple smoke system using a source, keyframed RBD collision objects, and vorticles.
An example that shows how you can visualize impact data in an RBD simulation by using a SOP Solver to add custom guide geometry to the RBD Objects.
This example has three toruses falling on a grid with green lines showing the position and magnitude of impacts. The force visualization is added as ancillary geometry data to the actual toruses, so the RBD Solver is entirely unaware of the effect. The SOP Solver could also be used as an independent SOP network to extract impact visualization from an RBD Object.
This example actually includes eight examples of ways that you can use voronoi fracturing in Houdini. In particular, it shows how you can use the Voronoi Fracture Solver and the Voronoi Fracture Configure Object nodes in your fracture simulations. Turn on the display flags for these examples one at a time to play the animation and dive down into each example to examine the setup.