Houdini 17.0 Nodes Dynamics nodes

Particle Fluid Visualization dynamics node

Visualizes particles.

On this page

The Particle Fluid Visualization DOP visualizes particles.

Parameters

Show Guide Geometry

Enables or disables particle visualization.

Visualization

Selects between Spheres, Sprites, or Grain visualization of particles.

Sphere visualization stamps a scaled sphere at each point. Sprite will stamp a billboarded sprite - but the Display Options on the Particles tab have to be set to Sprites for this to show up in the viewport. Grain stamps arbitrary geometry on the points.

Scale

This controls the size of the spheres in the guide geometry.

Color

Controls the color of the visualization geometry.

Visualization Type

Instead of a constant color, one of the particle attributes could be visualized.

None

The color is used for all particles.

Speed

The length of the attribute is used. In the case of velocity, this corresponds to the speed.

Direction

The attribute is normalized to a unit sphere and then scaled to fit into the RGB cube, resulting in a spectrum of colors depending on which way the particle is moving.

Value

The attribute’s raw value is used as the color channels.

Visualization Mode

If the attribute is a scalar attribute, or has been turned into a scalar attribute by the Speed visualization type, it can be remapped into a color spectrum.

Visualization Attrib

Which point attribute to visualize as color.

Visualization Scale

Before mapping the visualization range, the attribute is multiplied by this scale.

Detect Range

The minimum and maximum values of the attribute are computed and used for the range. This allows for automatic bounding of the range. The detail attribute vis_range will be set to the computed range.

Visualization Range

This range will be remapped into the 0..1 interval for setting the color or mapping by the Visualization Mode. Using a balanced interval, such as -1..1, is useful for detecting zero crossings of an attribute along with the Two-Tone visualization mode.

Sprite SHOP

A Sprite SHOP to be used as the shader to draw the particles when in Sprite mode.

Grain SOP

A SOP storing the geometry to use for drawing the particles when in Grain mode.

Outputs

First Input

This optional input can be used to control which simulation objects are modified by this node. Any objects connected through this input and which match the Group parameter field will be modified.

If this input is not connected, this node can be used in conjunction with an Apply Data node, or can be used as an input to another data node.

All Other Inputs

If this node has more input connectors, other data nodes can be attached to act as modifiers for the data created by this node.

The specific types of subdata that are meaningful vary from node to node. Click an input connector to see a list of available data nodes that can be meaningfully attached.

Outputs

First Output

The operation of this output depends on what inputs are connected to this node. If an object stream is input to this node, the output is also an object stream containing the same objects as the input (but with the data from this node attached).

If no object stream is connected to this node, the output is a data output. This data output can be connected to an Apply Data DOP, or connected directly to a data input of another data node, to attach the data from this node to an object or another piece of data.

Locals

channelname

This DOP node defines a local variable for each channel and parameter on the Data Options page, with the same name as the channel. So for example, the node may have channels for Position (positionx, positiony, positionz) and a parameter for an object name (objectname).

Then there will also be local variables with the names positionx, positiony, positionz, and objectname. These variables will evaluate to the previous value for that parameter.

This previous value is always stored as part of the data attached to the object being processed. This is essentially a shortcut for a dopfield expression like:

dopfield($DOPNET, $OBJID, dataName, "Options", 0, channelname)

If the data does not already exist, then a value of zero or an empty string will be returned.

DATACT

This value is the simulation time (see variable ST) at which the current data was created. This value may not be the same as the current simulation time if this node is modifying existing data, rather than creating new data.

DATACF

This value is the simulation frame (see variable SF) at which the current data was created. This value may not be the same as the current simulation frame if this node is modifying existing data, rather than creating new data.

RELNAME

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to the name of the relationship the data to which the data is being attached.

RELOBJIDS

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affected Objects of the relationship to which the data is being attached.

RELOBJNAMES

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the names of all the Affected Objects of the relationship to which the data is being attached.

RELAFFOBJIDS

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affector Objects of the relationship to which the data is being attached.

RELAFFOBJNAMES

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the names of all the Affector Objects of the relationship to which the data is being attached.

ST

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.

SF

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).

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.

SFPS

This value is the inverse of the TIMESTEP value. It is the number of timesteps per second of simulation time.

SNOBJ

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 like object_$SNOBJ.

NOBJ

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).

OBJ

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).

OBJID

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).

ALLOBJIDS

This string contains a space separated list of the unique object identifiers for every object being processed by the current node.

ALLOBJNAMES

This string contains a space separated list of the names of every object being processed by the current node.

OBJCT

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).

OBJCF

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).

OBJNAME

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", specifying 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).

DOPNET

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.

Note

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.

Examples

The following examples include this node.

DensityViscosity Example for FLIP Solver dynamics node

This example demonstrates two fluids with different densities and viscosities interacting with a solid object.

FlipColorMix Example for FLIP Solver dynamics node

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.

Dynamics nodes