# Solid Configure Object dynamics node

Attaches the appropriate data for Solid Objects to an object.

The Solid Configure Object DOP takes a simulation object and attaches the data which is needed for it to be used as a Solid Object.

This DOP is very similar to the Solid Object DOP, except it allows you to explicitly control the creation of the object using another DOP, such as the Empty Object DOP. This can be used for more advanced instancing or creating objects every 10 frames.

## Material

Shape Stiffness

This determines how strongly the Solid Object resists changes in shape. In the isotropic use case (Anisotropic Strength all 1), this physical constant is also known as shear modulus, modulus of rigidity, or Lame’s second parameter. If the units of length are set to meters, then the Shape Stiffness parameter has units of GPa.

Volume Stiffness

This determines how strongly the Solid Object resists changes in volume. In the isotropic use case (Anisotropic Strength all 1), this physical constant is also known as Lame’s first parameter. If the units of length are set to meters, then the Shape Stiffness parameter has units of GPa.

Damping Ratio

This value should lie between 0 and 1. It controls the rate of energy loss as a result of the rate of deformation. A value of 0 means that there is no loss of energy due to internal damping forces. A value of 1 means that the object is critically damped, in which case the object comes to rest in the quickest possible way without oscillating. The higher the damping ratio, the less the solid oscillates and the quicker the object’s motion will come to rest. The effect of damping is independent of your geometry’s resolution.

Mass Density

This is the mass per cubed length unit. The mass density can be made lower or higher in parts of the object using the primitive attribute `volumemassdensity`, which works as a multiplier for the parameter. The higher the mass density, the less the object tends to accelerate as a result of any internal or external forces (F = m a, Newton’s second law).

Enable Fracturing

This enables or disables all fracturing for this object.

Fracture Threshold

The amount of relative stretch that will cause the geometry to break up into separate parts during the simulation. For example, if the threshold is set to 0.1, the geometry will break in places where there is more than 10% stretch compared to the rest geometry.

Realistic solid objects are not equally strong everywhere, there are weak parts that tend to fracture before any other parts. To create these relatively weaker parts you can create a vertex attribute called `fracturethreshold`. This attribute is a multiplier for the Fracture Threshold parameter, so that you can still use the Fracture Threshold to control the overall strength of the object.

Friction Coefficient

The coefficient of friction of the object. A value of 0 means the object is frictionless. This governs how much the velocity that is tangential to the contact plane is affected by collisions. When two objects are in contact, the solver multiplies the friction coefficients of the involved object to get the effective friction coefficient for that contact.

Anisotropic Strength

These values allow you to make the internal forces of the Solid Object behave in an anisotropic way; in that case, the amount of stress will differ depending on the direction in which the object is deformed. An example of an anisotropic material is wood, which has a different strength along the grain than perpendicular to the grain. The `materialuvw` vertex or point attribute can be used to specify the internal directions of the Solid Object’s internal force model. For example, in the case of wood, the U direction could be aligned with the grain of the wood, while the VW coordinates are chosen perpendicular to the grain of the wood. In this case, the strength along the grain can be separately controlled using the U component of the Anisotropic Strength.

## Geometry

Initial Geometry

This geometry determines the initial simulated state of the object. It determines the initial position and velocity for each of the points.

This is the geometry that is used for the computation of internal forces and for collision detection. Don’t use more tetrahedrons than you need to get a good looking motion; more tetrahedrons does not always translate to more quality. The fewer tetrahedrons you use, the better the simulation speed is. If extra detail needs to be added, it is recommended that you use the Embedded Geometry.

You can use the Tetrahedralize SOP to create a suitable input mesh. It is important that you enable the quality option on the Tetrahedralize SOP. Otherwise, the interior of your Solid Object won’t have enough degrees of freedom to be flexible.

Enable Embedding

Turns on/off the use of embedded geometry.

Embedded Geometry

This geometry is embedded into and deformed along with the simulated tetrahedral mesh.

Import Rest Geometry

This option allows you to specify and animate the rest positions that are used by the simulation inside the SOP network (without having to use a SOP solver). The option defines whether the rest positions should be imported from a SOP geometry node at each frame. When enabled, the solver will copy rest positions from the point attribute `restP` of the SOP geometry node onto the attribute `restP` on the simulation geometry at each frame. If no `restP` exists, then the 'P' attribute from the SOP geometry node is copied instead.

Rest Geometry Path

The path to the SOP node that will serve as the source of the rest positions.

Import Target Geometry

This option allows you to specify and animate the target positions that are used by the simulation inside the SOP network (without having to use a SOP solver). The option defines whether the target positions should be imported from a SOP geometry node at each frame. When enabled, the solver will copy target positions from the point attribute `targetP` of the SOP geometry node onto the attribute `targetP` on the simulation geometry at each frame. If no `targetP` exists, then the `P` attribute from the SOP geometry node is copied instead.

Target Geometry Path

The path to the SOP node that will serve as the source of the target positions. The positions should be stored in an attribute with the name `targetP`. If this attribute is not found, the `P` attribute is used as a fallback.

Stiffness

This coefficient determines how strongly the finite element solver tries to make the point positions match the target point positions. The solver creates an imaginary potential force for this purpose.

Damping

This coefficient determines how strongly the finite element solver tries to make the point velocities match the target point velocities. The solver creates an imaginary dissipation force for this purpose.

## Collisions

Collide with objects

If enabled, the geometry in this object will collide with all other objects. These other objects may belong to the same solver or they may be be Static Objects, RBD Objects, or the Ground Plane. When the Collision Detection parameter on the Static Object is set to Use Volume Collisions, then the polygon vertices will be tested for collision against the signed distance field (SDF) of the Static Object. When Collision Detection is set to Use Surface Collisions, then geometry-based continuous collision detection is used. The geometry-based collisions collide points against polygons, and edges against edges.

When surface-based collisions are used, only polygons and tetrahedrons in the Static Object are considered. Other types of primitives, for example spheres, are be ignored. The geometry of the external objects (e.g. Static Object) is treated as being one-sided; only the outsides of the polygons, determined by the winding order, oppose collisions.

When volume-based collisions are enabled, only points will be colliding against the volumes, not the interiors of polygons and tetrahedrons. When colliding against small volumes, this may mean that you need to increase the number of points on your mesh to get accurate collision results.

Collide with other objects with same solver

When enabled, this object will collide with other objects that have the same solver. These collisions are handled using continuous collision detection, based on the geometry (polygons and/or tetrahedrons). For collisions between objects on the same solver, the polygons are treated as two-sided. Both sides of the polygons collide. The surface of a tetrahedral mesh only collides on one side: the outside.

Collide within this object

If disabled, no two tetrahedrons within this object can collide with each other.

Collide within each component

If disabled, no two tetrahedrons that belong on the same connected component may collide with each other.

Collide within each fracture part

This option only has an effect when fracturing is enabled on the solver. If disabled, no two tetrahedrons that belong on the same fracture part may collide with each other. Fracture parts are controlled by the integer-valued `fracturepart` primitive attribute.

## Visualization

Visualize the cloth’s `collisionradius`.

Color of the cloth `collisionradius` guide geometry.

## Attributes

Create Quality Attributes

This creates a primitive attribute 'quality' on the simulated geometry. The worst quality is 0, the best quality is 1. The better the quality of the primitives, the better the performance and stability of the solve will be.

Create Energy Attributes

This toggle allow the object to generate attributes that indicate the density of kinetic energy and potential energy. In addition, an attribute that indicates the density of the rate of energy loss is generated.

Create Force Attributes

This toggle allows force attributes to be generated.

Create Collision Attributes

Create Fracture Attributes

## Inputs

First

The simulation objects to turn into solid objects by attaching the appropriate data.

## Outputs

First

The simulation objects which were passed into this node are output with the data required for them to be considered cloth Objects attached.

## Locals

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.

# Dynamics nodes

• Marks a simulation object as active or passive.

• Creates affector relationships between groups of objects.

• Blends between a set of animation clips based on the agent’s turn rate.

• Layers additional animation clips onto an agent.

• Chooses an object/position for the head of an agent to look at.

• Moves the head of an agent to look at a target.

• Adapts the legs of an agent to conform to terrain and prevent the feet from sliding.

• Adapts the legs of a biped agent to conform to terrain.

• Project the agent/particle points onto the terrain

• Defines an orientation that aligns an axis in object space with a second axis defined by the relative locations of two positional anchors.

• Defines multiple points, specified by their number or group, on the given geometry of a simulation object.

• Defines orientations based on multiple points on the given geometry of a simulation object.

• Defines a position by looking at the position of a point on the geometry of a simulation object.

• Defines an orientation by looking at a point on the geometry of a simulation object.

• Defines a position by looking at the position of a point on the geometry of a simulation object.

• Defines an orientation by looking at a point on the geometry of a simulation object.

• Defines a position by looking at the position of a particular UV coordinate location on a primitive.

• Defines a position by specifying a position in the space of some simulation object.

• Defines an orientation by specifying a rotation in the space of some simulation object.

• Defines multiple attachment points on a polygonal surface of an object.

• Defines a position by specifying a position in world space.

• Defines an orientation by specifying a rotation in world space.

• Attaches data to simulation objects or other data.

• Creates relationships between simulation objects.

• Attaches the appropriate data for Bullet Objects to an object.

• Sets and configures an Bullet Dynamics solver.

• Applies a uniform force to objects submerged in a fluid.

• Constrains a set of points on a cloth object to the surface of a Static Object.

• Attaches the appropriate data for Cloth Objects to an object.

• Defines the mass properties.

• Defines the physical material for a deformable surface.

• Defines the internal cloth forces.

• Creates a Cloth Object from SOP Geometry.

• Creates a Cloth Object from SOP Geometry.

• Defines the plasticity properties.

• Constrains part of the boundary of a cloth object to the boundary of another cloth object.

• Defines how cloth uses target.

• Defines a way of resolving collisions involving a cloth object and DOPs objects with volumetric representations (RBD Objects, ground planes, etc.)

• Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.

• Constrains pairs of RBD objects together according to a polygon network.

• Defines a set of constraints based on geometry.

• Visualizes the constraints defined by constraint network geometry.

• Creates multiple copies of the input data.

• Sets and configures a Copy Data Solver.

• Mimics the information set by the Copy Object DOP.

• Defines a Crowd Fuzzy Logic

• Creates a crowd object with required agent attributes to be used in the crowd simulation.

• Updates agents according to their steer forces and animation clips.

• Update crowd agents based on the custom steerforces and adjusting animation playback of clips

• Defines a Crowd State

• Defines a Crowd State.

• Defines a transition between crowd states.

• Defines a transition between crowd states.

• Defines a Crowd Trigger

• Defines a Crowd Trigger

• Combines multiple crowd triggers to build a more complex trigger.

• Adds a data only once to an object, regardless of number of wires.

• Deletes both objects and data according to patterns.

• Applies force and torque to objects that resists their current direction of motion.

• Defines how the surrounding medium affects a soft body object.

• Controls Embedded Geometry that can be deformed along with the simulated geometry in a finite element simulation.

• Creates an Empty Data for holding custom information.

• Creates an Empty Object.

• Constrains points of a solid object or a hybrid object to points of another DOP object.

• Creates an FEM Hybrid Object from SOP Geometry.

• Constrains regions of a solid object or a hybrid object to another solid or hybrid object.

• Creates a simulated FEM solid from geometry.

• Sets and configures a Finite Element solver.

• Constrains an FEM object to a target trajectory using a hard constraint or soft constraint.

• Attaches the appropriate data for Particle Fluid Objects to become a FLIP based fluid.

• Evolves an object as a FLIP fluid object.

• Applies forces on the objects as if a cone-shaped fan were acting on them.

• Fetches a piece of data from a simulation object.

• Applies forces to an object using some piece of geometry as a vector field.

• Creates a vortex filament object from SOP Geometry.

• Evolves vortex filament geometry over time.

• Imports vortex filaments from a SOP network.

• Saves and loads simulation objects to external files.

• Allows a finite-element object to generate optional output attributes.

• Attaches the appropriate data for Fluid Objects to an object.

• Applies forces to resist the current motion of soft body objects relative to a fluid.

• Attaches the appropriate data for Fluid Objects to an object.

• A solver for Sign Distance Field (SDF) liquid simulations.

• A microsolver that adjusts an internal coordinate system attached to fluid particles in a particle fluid simulation.

• A microsolver that adjusts the strength of elastic bonds between pairs of particles in a fluid simulation.

• A microsolver that advects fields and geometry by a velocity field.

• A microsolver that advects fields and geometry by a velocity field using OpenCL acceleration.

• A microsolver that advects fields and geometry by a velocity field.

• A microsolver that computes analytic property of fields.

• A microsolver that swaps geometry attributes.

• A microsolver that blends the density of two fields.

• A microsolver that blurs fields.

• A microsolver that determines the collision field between the fluid field and any affector objects.

• A microsolver that builds a mask for each voxel to show the presence or absence of relationships between objects.

• A microsolver that calculates an adhoc buoyancy force and updates a velocity field.

• Sets the object to use the Gas Burn solver.

• Creates an object with appropriate data to use as a fire source.

• A microsolver that performs general calculations on a pair of fields.

• A microsolver that detects collisions between particles and geometry.

• A microsolver that applies a combustion model to the simulation.

• A microsolver that calculates particle fluid attribute values for each particle in a particle fluid field.

• A microsolver that adjusts an SDF according to surface markers.

• A microsolver that computes the cross product of two vector fields.

• A DOP node that creates forces generated from a curve.

• A microsolver that applies one round detontation shock dyanamics.

• Attaches the appropriate data for Smoke Objects to become a flame front based fire.

• A microsolver that applies the flamefront-based fire simulation.

• A microsolver that scales down velocity, damping motion.

• A microsolver that diffuses a field or point attribute.

• A microsolver that dissipates a field.

• Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.

• Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.

• A microsolver that runs once for each matching data.

• A microsolver that computes pairwise elastic forces between particles in a fluid simulation.

• A microsolver that embeds one fluid inside another.

• A microsolver that enforces boundary conditions on a field.

• A microsolver that equalizes the density of two fields.

• A microsolver that equalizes the volume of two fields.

• A microsolver that evaluates the external DOPs forces for each point in a velocity field and updates the velocity field accordingly.

• A microsolver that extrapolates a field’s value along an SDF.

• A microsolver that creates a feathered mask out of a field.

• A microsolver that calculates and applies feedback forces to collision geometry.

• A data node that fetches the fields needed to embed one fluid in another.

• Runs CVEX on a set of fields.

• Runs CVEX on a set of fields.

• A microsolver that copies the values of a field into a point attribute on geometry.

• A microsolver that defragments geometry.

• A microsolver that creates a signed distance field out of geometry.

• Blends a set of SOP volumes into a set of new collision fields for the creation of a guided simulation.

• A microsolver that copies Impact data onto point attributes.

• A microsolver that applies forces to a particle fluid system.

• A microsolver that solves its subsolvers at a regular interval.

• A microsolver that clamps a field within certain values.

• A microsolver that keeps particles within a box.

• A microsolver that combines multiple fields or attributes together.

• A microsolver that adaptively sharpens a field.

• A microsolver that looksup field values according to a position field.

• A microsolver that rebuilds fields to match in size and resolution to a reference field.

• A microsolver that arbitrary simulation data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• A microsolver that balances slices data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• Executes the provided kernel with the given paramters

• A microsolver that counts the number of particles in each voxel of a field.

• A microsolver that computes pairwise collision forces between particles that represent instanced spheres.

• A microsolver that moves particles to lie along a certain isosurface of an SDF.

• Updates a neighbourhood list for Geometry to match moved points.

• A microsolver that computes pairwise fluid pressure forces between particles in a fluid simulation.

• A microsolver that separates adjacent particles by adjusting their point positions..

• A microsolver that copies a particle system’s point attribute into a field.

• A microsolver that converts a particle system into a signed distance field.

• A microsolver that removes the divergent components of a velocity field.

• A microsolver that removes the divergent components of a velocity field using a multi-grid method.

• A microsolver that removes the divergent components of a velocity field.

• A microsolver that reduces a field to a single constant field .

• A microsolver that reduces surrounding voxels to a single value.

• A microsolver that reinitializes a signed distance field while preserving the zero isocontour.

• A microsolver that repeatedly solves its input.

• A microsolver that changes the size of fields.

• A microsolver that resizes a fluid to match simulating fluid bounds

• A microsolver that initializes a rest field.

• A microsolver that converts an SDF field to a Fog field.

• A microsolver that calculates the density at particle positions in a particle field using techniques from Smoothed Particle Hydrodynamics.

• A microsolver that uses techniques from Smoothed Particle Hydrodynamics to compute pressure, viscosity and surface tension forces acting between particles in a fluid simulation.

• A microsolver that computes the forces to treat the fluid simulation as sand rather than fluid.

• A microsolver that seeds marker particles around the boundary of a surface.

• A microsolver that seeds particles uniformly inside a surface.

• Applies a Shredding Force to the velocity field specified.

• A microsolver that computes slice numbers into an index field.

• Adjusts a fluid velocity field to match collision velocities.

• A microsolver that calculates the forces imparted by a strain field.

• A microsolver that updates the strain field according to the current velocity field.

• A microsolver that substeps input microsolvers.

• A microsolver that snaps a surface onto a collision surface.

• A microsolver that calculates a surface tension force proportional to the curvature of the surface field.

• A microsolver that applies a force towards a target object.

• Modifies the temperature of a FLIP over time.

• Applies Turbulence to the specified velocity field.

• Up-scales and/or modifies a smoke, fire, or liquid simulations.

• A microsolver that reorients geometry according to motion of a velocity field.

• A microsolver that applies viscosity to a velocity field.

• A microsolver that seeds flip particles into a new volume region.

• Remaps a field according to a ramp.

• Applies a confinement force on specific bands of sampled energy.

• Applies a vortex confinement force to a velocity field.

• Applies a confinement force on specific bands of sampled energy.

• A microsolver that applies forces to a velocity field or geometry according to vorticle geometry.

• A DOP node that adds the appropriately formatted data to represent vorticles.

• A DOP node that recycles vorticles by moving them to the opposite side of the fluid box when they leave.

• A microsolver that performs a wavelet decomposition of a field.

• A microsolver that applies a wind force.

• Runs CVEX on geometry attributes.

• Runs a VEX snippet to modify attribute values.

• Applies a gravity-like force to objects.

• Creates a ground plane suitable for RBD or cloth simulations.

• Creates simulation object groups.

• Defines a constraint relationship that must always be satisfied.

• Attaches the appropriate data for Hybrid Objects to an object.

• Stores filtered information about impacts on an RBD object.

• Applies an impulse to an object.

• Creates an index field.

• Visualizes an index field.

• Creates DOP Objects according to instance attributes

• Marks a simulation object as intangible or tangible.

• Stores the name of the scene level object source for this DOP object.

• Apply forces on objects using a force field defined by metaballs.

• Creates a matrix field.

• Visualizes a matrix field.

• Merges multiple streams of objects or data into a single stream.

• Modifies or creates options on arbitrary data.

• Defines an object’s position, orientation, linear velocity, and angular velocity.

• Unified visualization of multiple fields.

• A DOP that transfers arbitrary simulation data between multiple machines.

• Does nothing.

• Creates position information from an object’s transform.

• Serves as the end-point of the simulation network. Has controls for writing out sim files.

• Uses vortex filaments to move particles.

• A POP node that uses velocity volumes to move particles.

• A POP node that attracts particles to positions and geometry.

• A POP node that copies volume values into a particle attribute.

• A POP node that resets the stopped attribute on particles, waking them up.

• A POP node that applies a force around an axis.

• A POP node that reacts to collisions.

• A POP node that detects and reacts to collisions.

• A POP node marks particles to ignore implicit collisions.

• A POP node that colors particles.

• A POP node that creates forces generated from a curve.

• A POP node that applies drag to particles.

• A POP node that applies drag to the spin of particles.

• A POP node that applies a conical fan wind to particles.

• A POP node that creates a simple fireworks system.

• A POP node that floats particles on the surface of a liquid simulation.

• A POP node that applies a flocking algorithm to particles.

• Controls local density by applying forces between nearby particles.

• A POP node that applies forces to particles.

• A POP node that applies sand grain interaction to particles.

• A POP node that groups particles.

• A POP node that sets up the instancepath for particles.

• A POP node that applies forces between particles.

• A POP node that kills particles.

• A POP node that limits particles.

• A POP node that applies forces within the particle’s frame.

• A POP solver that generates particles at a point.

• A POP node makes a particle look at a point.

• A POP node that applies forces according to metaballs.

• Converts a regular particle system into a dynamic object capable of interacting correctly with other objects in the DOP environment.

• A POP node that sets various common attributes on particles.

• A POP node that sets attributes based on nearby particles.

• A POP Node that generates particles from incoming particles.

• A POP node that creates a spongy boundary.

• A POP solver updates particles according to their velocities and forces.

• A POP node that generates particles from geometry.

• A POP node that sets the speed limits for particles.

• A POP node that sets the spin of particles..

• A POP node that uses the vorticity of velocity volumes to spin particles.

• A POP node that sets the sprite display for particles.

• Applies force to agents/particles to align them with neighbors.

• Applies anticipatory avoidance force to agents/particles to avoid potential future collisions with other agents/particles.

• Applies forces to agents/particles to bring them closer to their neighbors.

• Applies forces to agents/particles calulated using a VOP network.

• Applies force to agents/particles to avoid potential collisions with static objects.

• Applies force to agents/particles to avoid potential collisions with static objects.

• Applies force to agents/particles according to directions from a path curve.

• Applies force to agents/particles to move them toward a target position.

• Apply force to agents/particles to move them apart from each other.

• Used internally in the crowd solver to integrate steering forces.

• Used internally in the crowd solver to integrate custom steering forces.

• Constrains agent velocity to only go in a direction within a certain angle range of its current heading, to prevent agents from floating backward.

• Apply forces to agents/particles to create a random motion.

• A POP node that creates a new stream of particles.

• A POP node that applies torque to particles, causing them to spin.

• Runs CVEX on a particle system.

• A POP node that directly changes the velocity of particles.

• A POP node that applies wind to particles.

• Runs a VEX snippet to modify particles.

• Attaches the appropriate data for Particle Fluid Objects to an object.

• Emits particles into a particle fluid simulation.

• Creates a Particle Fluid Object from SOP Geometry.

• Evolves an object as a particle fluid object.

• Visualizes particles.

• Creates simulation object groups based on an expression.

• Defines the base physical parameters of DOP objects.

• Applies a force to an object from a particular location in space.

• Creates position information from a point on some SOP geometry.

• Associates a position and orientation to an object.

• Sets and configures a Pyro solver. This solver can be used to create both fire and smoke.

• Constrains an RBD object to a certain orientation.

• Constrains an RBD object to have a certain orientation, but with a set amount of springiness.

• Automatically freezes RBD Objects that have come to rest

• Attaches the appropriate data for RBD Objects to an object.

• Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry name attributes.

• Constrains an object to two constraints, creating a rotation similar to a hinge or a trapeze bar.

• Creates an RBD Object from SOP Geometry.

• Creates a single DOP object from SOP Geometry that represents a number of RBD Objects.

• Constrains an RBD object a certain distance from the constraint.

• Creates a simulation object at each point of some source geometry, similarly to how the Copy surface node copies geometry onto points.

• Sets and configures a Rigid Body Dynamics solver.

• Constrains an object to remain a certain distance from the constraint, with a set amount of springiness.

• Alters the state information for an RBD Object.

• Saves the state of a DOP network simulation into files.

• Applies forces to an object according to the difference between two reference frames.

• Sets and configures a Rigid Body Dynamics solver.

• Attaches the appropriate data for Ripple Objects to an object.

• Creates an object from existing geometry that will be deformed with the ripple solver.

• Animates wave propagation across Ripple Objects.

• Creates a signed distance field representation of a piece of geometry that can be used for collision detection.

• A microsolver that performs general calculations on a pair consisting of a DOP field and a SOP volume/VDB.

• Creates a scalar field from a SOP Volume.

• Creates a vector field from a SOP Volume Primitive.

• Creates a scalar field.

• Visualizes a scalar field.

• Defines the internal seam angle.

• Defines the mass density of a Cloth Object.

• Divides a particle system uniformly into multiple slices along a line.

• Specifies a cutting plane to divide a particle system into two slices for distributed simulations.

• Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis.

• Attaches the appropriate data for Smoke Objects to an object.

• Creates an Smoke Object from SOP Geometry.

• Sets and configures a Smoke solver. This is a slightly lower-level solver that is the basis for the Pyro solver.

• Constrains a set of points on a soft body object to a certain position using a hard constraint or soft constraint.

• Constrains a point on a soft body object to a certain position.

• Constrains a point on a soft body to a certain position, with a set amount of springiness.

• Defines how a soft body object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Allows the user to import the rest state from a SOP node.

• Sets and configures a Soft Body solver.

• Defines the strengths of the soft constraint on a soft body object.

• Controls the anisotropic behavior of a Solid Object.

• Attaches the appropriate data for Solid Objects to an object.

• Defines the mass density of a Solid Object.

• Defines how a Solid Object reacts to strain and change of volume.

• Creates a Solid Object from SOP Geometry.

• This builds a tree of spheres producing bounding information for an edge cloud.

• This builds a tree of spheres producing bounding information for a point cloud.

• Splits an incoming object stream into as many as four output streams.

• Creates a Static Object from SOP Geometry.

• Allows you to inspect the behavior of a static object in the viewport.

• Control the thickness of the object that collides with cloth.

• Passes one of the input object or data streams to the output.

• Creates a Terrain Object from SOP Geometry.

• Defines a way of resolving collisions between two rigid bodies.

• Applies a uniform force and torque to objects.

• Applies forces on the objects according to a VOP network.

• Creates a vector field.

• Visualizes a vector field.

• Modifies common Vellum Constraint properties during a Vellum solve.

• Microsolver to create Vellum constraints during a simulation.

• Creates a DOP Object for use with the Vellum Solver.

• Blends the current rest values of constraints with a rest state calculated from the current simulation or external geometry.

• Sets and configures a Vellum solver.

• A Vellum node that creates Vellum patches.

• Applies an impulse to an object.

• A microsolver to create soft references to visualizers on itself.

• Imports SOP source geometry into smoke, pyro, and FLIP simulations.

• Defines a way of resolving collisions involving two rigid bodies with volume.

• Attaches the appropriate data to make an object fractureable by the Voronoi Fracture Solver

• Defines the parameters for dynamic fracturing using the Voronoi Fracture Solver

• Dynamically fractures objects based on data from the Voronoi Fracture Configure Object DOP

• Applies a vortex-like force on objects, causing them to orbit about an axis along a circular path.

• Creates a Whitewater Object that holds data for a whitewater simulation.

• Creates a Whitewater Object that holds data for a whitewater simulation.

• Sets and configures a Whitewater Solver.

• Sets and configures a Whitewater solver.

• Applies forces to resist the current motion of objects relative to a turbulent wind.

• Constrains a wire point’s orientation to a certain direction.

• Constrains a wire point’s orientation to a certain direction, with a set amount of springiness.

• Attaches the appropriate data for Wire Objects to an object.

• Defines the elasticity of a wire object.

• Constraints a wire point to a certain position and direction.

• Creates a Wire Object from SOP Geometry.

• Defines the physical parameters of a wire object.

• Defines the plasticity of a wire object.

• Sets and configures a Wire solver.

• Defines a way of resolving collisions involving a wire object and DOPs objects with volumetric representations.

• Defines a way of resolving collisions between two wires.