# Solid Solver 2.0dynamics node

## Parameters

Substeps

This is the number of substeps that the solver executes per frame. In general, the higher the value is chosen, the better the quality and the accuracy of the simulation will be. However, the solve time per frame may increase. When you're having trouble with a simulation’s quality or stability, the first thing to try is increasing Substeps.

# 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.

• Defines a target that an agent can turn its head to look at.

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

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

• 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.

• 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.

• 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.

• Defines a Crowd State

• Defines a transition between crowd states.

• 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.

• Dynamics nodes set up the conditions and rules for dynamics simulations.

• 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.

• 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 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 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 out of positive areas of the source fields.

• 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.

• 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 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 scales down velocity, damping motion.

• A microsolver that diffuses a field or point attribute.

• A microsolver that dissipates a field.

• Adds fine detail to a smoke simulation by applying "disturbance" forces to a velocity field.

• A microsolver that runs once for each matching data.

• 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 emits a DOP error.

• 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.

• Filters spurious divergent modes that may survive pressure projection on a center-sampled velocity field.

• A microsolver that defragments geometry.

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

• A micro solver that transfers meta data on simulation objects to and from geometry attributes.

• 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 parameters.

• 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.

• 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 an adaptive background grid to increase performance.

• 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 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 synchronizes transforms of simulation fields.

• 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 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.

• 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.

• Emits particles into a particle fluid simulation.

• Removes fluid particles that flow inside of a specified boundary from a simulation.

• 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.

• Performs a sparse pyro simulation on the given object. 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.

• Creates an empty smoke object for a pyro simulation.

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

• Performs a sparse smoke simulation on the given object. This is a slightly lower-level solver that is the basis for the sparse 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.

• 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.

• 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.