Houdini 16.5 Nodes Dynamics nodes

Static Object dynamics node

Creates a Static Object from SOP Geometry.

On this page

The Static Object DOP creates a static object inside the DOP simulation. It creates a new object and attaches the subdata required for it to be a static object that interacts nicely with all other solvers.

The position and velocity of this object is extracted from the animated transformation parameters of the source object. Thus a static object is not necessarily stationary. It can move through the simulation, and even deform, but is not affected by other objects in the simulation.

Using Static Objects

  1. Select the geometry to convert to a static object.

  2. Click the Static Object tool on the Rigid Bodies tab.

The table is the static object.

Note

You can transform, rotate, scale, and keyframe the static object at various frames.

Parameters

Creation Frame Specifies Simulation Frame

Determines if the creation frame refers to global Houdini frames ($F) or to simulation specific frames ($SF).

The latter is affected by the offset time and scale time at the DOP network level.

Creation Frame

The frame number on which the object will be created. The object is created only when the current frame number is equal to this parameter value. This means the DOP Network must evaluate a timestep at the specified frame, or the object will not be created.

For example, if this value is set to 3.5, the Timestep parameter of the DOP Network must be changed to 1/(2*$FPS) to ensure the DOP Network has a timestep at frame 3.5.

Object Name

The name for the created object. This is the name that shows up in the details view and is used to reference this particular object externally.

Note

While it is possible to have many objects with the same name, this complicates writing references, so it is recommended to use something like $OBJID in the name.

SOP Path

The path to a SOP (or an Object, in which case the display SOP is used) which will be the geometry for this object. This parameter can also be a list of Object or SOP paths, and can include wild card specifications or operator groups or bundles.

If multiple Objects or SOPs match this string, a separate simulation object will be created for each matching SOP.

Primitive Group

The name of a primitive group within the SOP geometry. If this is set, the primitives in that group are copied to make new geometry owned by the DOP simulation. Otherwise the SOP geometry is referenced rather than copied.

OBJ Path

The path to the object that is used to control the motion of the static object. The animated world space transformation of this object is used to position this object, and calculate its velocity.

Use Deforming Geometry

Causes the geometry for the object to be pulled from the chosen SOP at each timestep. If the SOP contains animated geometry, the static object’s geometry will also animate.

Re-evaluate SOPs to Interpolate Geometry

Normally when a solver asks for geometry data in a sub-step, the simulation will simply linearly interpolate position data from integral frames. However, this is not exact. Turning this option on re-evaluates the geometry network for each substep. This is more accurate, but can be very expensive. This setting affects the Proxy Volume geometry as well if set.

Use Object Transform

The transform of the object containing the chosen SOP is applied to the geometry. This is required if there is scaling applied to the source geometry at the object level.

If the object level scaling is animated, the Use Deforming Geometry parameter must also be turned on.

Note

An rbd-like object in DOPs, whether static or rbd, has two transforms. One is part of its Geometry subdata, and the other is defined by the Position data. The RBD Solver manipulates the Position data one, which does not support scaling. If you want scaling, it has to go through the Geometry transform.

Create Active Object

Sets the initial active state of the object. An inactive object doesn’t react to other objects in the simulation.

If a static object is made active, it should be connected to a Static Solver. This solver causes the static object to behave as if it were inactive.

Display Geometry

Controls if the geometry is displayed in the viewport. Does not reset the simulation when it is changed.

Physical

Bounce

The elasticity of the object. If two objects of bounce 1.0 collide, they will rebound without losing energy. If two objects of bounce 0.0 collide, they will come to a standstill.

Bounce Forward

The tangential elasticity of the object. If two objects of bounce forward 1.0 collide, their tangential motion will be affected only by friction. If two objects of bounce forward 0.0 collide, their tangential motion will be matched.

Friction

The coefficient of friction of the object. A value of 0 means the object is frictionless.

This governs how much the tangential velocity is affected by collisions and resting contacts.

Dynamic Friction Scale

An object sliding may have a lower friction coefficient than an object at rest. This is the scale factor that relates the two. It is not a friction coefficient, but a scale between zero and one.

A value of one means that dynamic friction is equal to static friction. A scale of zero means that as soon as static friction is overcome the object acts without friction.

Temperature

Temperature marks how warm or cool an object is. This is used in gas simulations for ignition points of fuel or for buoyancy computations.

Since this does not relate directly to any real world temperature scale, ambient temperature is usually considered 0.

Collisions

Volume

Use Volume Based Collision Detection

Turning on this option causes the RBD solver to use a volume representation of this object for collision detection.

The volume representation results in very fast collision detection and very robust results that are tolerant of temporary interpenetrations. The disadvantage is that a volume representation cannot be used to represent a flat object such as a grid, or a hollow sphere.

When this toggle is turned off, the collision detection is geometry-based rather than volume-based. In this case, the collision code will track the trajectories of moving objects over time to find out whether collisions occurred. This allows more accurate results than volume-based collision detection. For this to work, Cache Simulation must be enabled on the DOP network.

Collision Guide

The internal representation used for collision detection is converted to visible geometry. This is useful for debugging problems with collision detection.

This parameter controls the color of the guide geometry.

Mode

Ray Intersect

Use ray intersection with the geometry to create an accurate volumetric representation of the geometry.

Meta Balls

Instead of using rays to determine if points are inside or outside, evaluate the metaball field.

This should be used with Laser Scanning turned off on geometry that consists solely of metaballs.

Implicit Box

Calculate the bounding box for the geometry, and create a volumetric representation that precisely fills that bounding box. This box is always axis aligned in the DOP object’s local space, which is set by the position data.

Note

Use Object Transform bakes the object transform into the geometry’s transform, leaving the Position Data in world space. Turning this off causes the object transform to be send to the Position Data, which causes the object’s local space to be reoriented.

Implicit Sphere

Calculate the bounding sphere for the geometry, and create a volumetric representation that precisely fills that bounding sphere.

Implicit Plane

Calculate the bounding box for the geometry, and create a volumetric representation that divides that box along its smallest axis. Everything below that plane is considered inside, and everything above is outside.

This mode is primarily useful for creating ground planes or immovable walls.

Minimum

Use the distance to the surface or curve. If the Offset Surface is 0, no volume will be made. A positive offset surface will create just that - an offset volume around the object’s surface. This is useful for turning thin objects or wires into actual solids.

Volume Sample

The divisions are ignored in this mode, instead they are computed from the first volume or VDB primitive in the geometry. The computed divisions are chosen to match the voxel size of the source volume. The volume primitive is sampled raw and treated as a signed distance field. The assumption is that the source is the output of an Iso Offset or VDB From Polygons SOP. If it isn’t a true signed distance fields, unusual things may happen with RBD collisions.

Division Method

If Non Square is chosen, the specified size is divided into the given number of divisions of voxels. However, the sides of these voxels may not be equal, possibly leading to distorted simulations.

When an axis is specified, that axis is considered authoritative for determining the number of divisions. The chosen axis' size will be divided by the uniform divisions to yield the voxel size. The divisions for the other axes will then be adjusted to the closest integer multiple that fits in the required size.

Finally, the size along non-chosen axes will be changed to represent uniform voxel sizes. If the Max Axis option is chosen, the maximum sized axis is used.

When By Size is chosen, the Division Size will be used to compute the number of voxels that fit in the given sized box.

Divisions

Controls the creation of the volumetric representation of this object. This should be set fine enough to capture the desired features of the geometry.

Uniform Divisions

The resolution of the key axis on the voxel grid. This allows you to control the overall resolution with one parameter and still preserve uniform voxels. The Uniform Voxels option specifies which axis should be used as the reference. It is usually safest to use the maximum axis.

Division Size

The explicit size of the voxels. The number of voxels will be computed by fitting an integer number of voxels of this size into the given bounds.

Laser Scan

In laser scan mode the volumetric representation is built by sending rays along the primary axes. Only the closest and farthest intersections are used. The space between these two points is classified as inside, and the rest outside.

The laser scan mode will work even with geometry which has poorly defined normals, self intersects, or is not fully watertight. The disadvantage is that interior features can’t be represented as they are not detected.

When laser scanning is turned off, the volumetric representation is still built by sending rays along the primary axes. All intersections are found, however. Each pair of intersections is tested to see if the segment is inside or outside. This relies on the normal of the geometry being well defined (i.e., manifold, no self intersections), and the geometry being watertight. Complicated shapes with holes can be accurately represented, however.

Fix Signs

Even with the best made geometry, numerical imprecision can result in incorrect sign choices. This option will cause the volumetric representation to be post-processed to look for inconsistent signs. These are then made consistent, usually plugging leaks and filling holes.

This takes time, and can be turned off in cases where the volumetric representation is known to generate without problems.

Force Bounds

The Fix Signs method alone will smooth out, and usually eliminate, sign inversions. However, it is possible for regions of wrong-sign to become stabilized at the boundary of the volumetric representation. This option will force all voxels on the boundary to be marked as exterior. The Fix Signs method will be much less likely to stabilize incorrectly then.

Invert Sign

If you want a hollow box, one method is to build one box inside the other and not use Laser Scanning. A more robust method is to just specify the inner box and use sign inversion. This treats everything outside of the box as inside, allowing the more robust Laser Scanning method to be used.

Sign Sweep Threshold

After the fix signs process is complete there can still be inconsistent areas in the SDF. Large blocks can become stabilized and stick out of the SDF. A second sign sweep pass can be performed to try to eliminate these blocks.

The sign sweep threshold governs how big of a jump has to occur for a sign transition to be considered inconsistent. If the values of the sdf change by more than this threshold times the width of the cell, it is considered an invalid sign transition. The original geometry is then ray intersected to determine inside/outside and the result used to determine which sign is correct. The correct sign is then propagated forward through the model.

Max Sign Sweep Count

The sign sweeps are repeated until no signs are flipped (ie, all transitions are within the threshold) or this maximum is reached. Too low of a sign sweep threshold may prevent the process from converging. Otherwise, it tends to converge very quickly.

Offset Surface

A constant amount to offset the signed distance field by. This can be used grow the object slightly or shrink it. Note that it can’t be grown much beyond its original size or it will hit the bounding box of the signed distance field.

Tolerance

This specifies the tolerance used for ray intersections when computing the SDF. This value is multiplied by the size of the geometry and is scale invariant.

Proxy Volume

The geometry which will be used rather than the base geometry for computing the SDF. This can be a volume or VDB in the case of Volume Sample mode to allow one better control over the cached data.

File Mode

Controls the operation for this object’s volume data.

Automatic

If a file with the specified name exists already, it is read from disk. Otherwise the volume is created based on the other parameters on this page, and the specified file is created on disk. This file will never be deleted automatically, even when exiting the application.

Read Files

The specified file is read from disk.

Write Files

The volume is created using the other parameters on this page, and is then written to the specified file on disk.

No Operation

The file is never read or written. The parameters on this page are used to create the volume.

File

The name of the file to access according to the choice of File Modes above. This is always .simdata file format. Saving to a .bgeo extension will not save a .bgeo file.

Surface

Surface Representation

Chooses between colliding points against volume or colliding edges against volume.

Optionally, the point attributes nopointvolume and noedgevolume may be added to the geometry to disable individual points/edges from participating in collision detection against a volume object. An edge is disabled if either of its endpoints is disabled.

Convert To Poly

This enables conversion of primitives (such as spheres) in the geometry into polygons. Only polygons are used for collision detection.

Triangulate

When this flag is turned on, polygons in the geometry are triangulated.

LOD

This controls the Level Of Detail of the triangulation. It is used to specify the point density in the U and V directions.

Add Barycenters

The barycenters of each polygon can be included in the collision detection as points or edges (connected to the vertices of the primitive).

Bullet Data

Show Guide Geometry

Displays a visualization of the object’s collision shape, including the Collision Padding. This is useful for debugging problems with collision detection, but is typically slower than just displaying the object’s geometry.

Color

Specifies the color of the guide geometry.

Deactivated Color

Specifies the color of the guide geometry if the object is not moving and has been deactivated by the Bullet Solver.

Geometry Representation

The shape used by the Bullet engine to represent the object. The Show Guide Geometry option can be used to visualize this collision shape.

Convex Hull

Default shape for the object. The Bullet Solver will create a collision shape from the convex hull of the geometry points.

Concave

The Bullet Solver will convert the geometry to polygons and create a concave collision shape from the resulting triangles. This shape is useful when simulating concave objects such as a torus or a hollow tube. However, it is recommended to only use the concave representation when necessary, since the convex hull representation will typically provide better performance.

Box

Bounding box of the object.

Capsule

Bounding capsule of the object.

Cylinder

Bounding cylinder of the object.

Compound

Creates a complex shape consisting of Bullet primitives (including boxes, spheres, and cylinders). You will need to use the Bake ODE SOP.

Sphere

Bounding sphere of the object.

Plane

A static ground plane.

Create Convex Hull Per Set Of Connected Primitives

When Geometry Representation is Convex Hull, the Bullet Solver will create a compound shape that contains a separate convex hull collision shape for each set of connected primitives in the geometry.

AutoFit Primitive Boxes, Capsules, Cylinders, Spheres, or Planes to Geometry

When enabled, the object’s Geometry subdata will be analyzed instead of using the Position, Rotation, Box Size, Radius, and Length values.

When Geometry Representation is Box, Capsule, Cylinder, Sphere, or Plane, use the geometry bounds to create the shape.

Position

Position of the object shape in the Bullet world. Available when Geometry Representation is Box, Sphere, Capsule, Cylinder, or Plane.

Rotation

Orientation of the object shape in the Bullet world. Available when Geometry Representation is Box, Capsule, Cylinder, or Plane.

Box Size

The half extents of the box shape. Available when Geometry Representation is Box.

Radius

The radius of the sphere shape. Available when Geometry Representation is Sphere, Capsule, or Cylinder.

Length

The length of the capsule or cylinder in the Y direction. Available when Geometry Representation is Capsule or Cylinder.

Collision Padding

A padding distance between shapes, which is used by the Bullet engine to improve the reliability and performance of the collision detection. You may need to scale this value depending on the scale of your scene. This padding increases the size of the collision shape, so it is recommended to enable Shrink Collision Geometry to prevent the collision shape from growing.

This option is not available Plane geometry representations.

Shrink Collision Geometry

Shrinks the collision geometry to prevent the Collision Padding from increasing the effective size of the object.

This can improve the simulation’s performance by preventing initially closely-packed collision shapes from interpenetrating, and also removes the gap between objects caused by the Collision Padding.

When Geometry Representation is Box, Capsule, Cylinder, Compound, or Sphere, the radius and/or length of each primitive will be reduced by Shrink Amount.

When Geometry Representation is Convex Hull, each polygon in the representation geometry will be shifted inward by Shrink Amount.

This option is not available for the Concave or Plane geometry representations.

Shrink Amount

Specifies the amount of resizing done by Shrink Collision Geometry. By default, this value is equal to the Collision Padding so that the resulting size of the collision shape (including the Collision Padding) is the same size as the object’s geometry.

This option is not available for the Concave or Plane geometry representations.

Add Impact Data

When enabled, any impacts that occur during the simulation will be recorded in the Impacts or Feedback data. Enabling this option may cause the simulation time and memory usage to increase.

Enable Sleeping

Disables simulation of a non-moving object until the object moves again. The linear and angular speed thresholds are used to determine whether the object is non-moving. If the Display Geometry checkbox is turned off, you will see the color of the Guide Geometry change from the Color to the Deactivated Color.

Linear Threshold

The sleeping threshold for the object’s linear velocity. If the object’s linear speed is below this threshold for a period of time, the object may be treated as non-moving.

Angular Threshold

The sleeping threshold for the object’s angular velocity. If the object’s angular speed is below this threshold for a period of time, the object may be treated as non-moving.

Outputs

First

The static object created by this node is sent through the single output.

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.

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

StaticBalls Example for Static Object dynamics node

This example uses static object nodes in an RBD simulation of a grid falling and bouncing off three spheres before it hits the ground.

The following examples include this node.

ApplyRelationship Example for Apply Relationship dynamics node

This example shows how you can use the Apply Relationship DOP to add pin constraints to wire objects.

BridgeCollapse Example for Apply Relationship dynamics node

This example shows how to use the Apply Relationship DOP to propagate constraints automatically and create an RBD simulation of a collapsing bridge.

ClothFriction Example for Cloth Object dynamics node

This cloth example demonstrates the Friction parameter on the Physical properties of a cloth object.

MultipleSphereClothCollisions Example for Cloth Object dynamics node

This example shows a pieces of cloth with different properties colliding with spheres. By adjusting the stiffness, bend, and surfacemassdensity values, we can give the cloth a variety of different behaviours.

PanelledClothRuffles Example for Cloth Object dynamics node

This example demonstraits a paneling workflow and use of the seamangle primitive attribute to create a cloth ruffle attached to a static object.

AnchorPins Example for Constraint Network dynamics node

This example demonstrates how different anchor positions can affect pin constraints.

Hinges Example for Constraint Network dynamics node

This example demonstrates how to use pin constraints to create hinges between objects.

PinnedRagdolls Example for Crowd Solver dynamics node

This example demonstrates how to set up constraints to attach a ragdoll to an external object, and how to use motors to drive an active ragdoll with an animation clip.

Street Crowd Example Example for Crowd Solver dynamics node

Crowd example showing a street setup with two agent groups

The setup creates two groups of agents. The yellow agents are zombies which follow a path of the street. The blue agents are living pedestrians that wander around until they come into proximity of the zombies and then they swtich into a running state.

Triggers to change agent states are setup in the crowd_sim dopnet. The zombies group uses proximity to the stoplights and the color of the light to transition into a standing state when lights are red. The living group transition into a running state when they get close to the zombie agents.

Note

The animation clips need to be baked out before playing the scene. This should happen automatically if example is created from Crowds shelf. Otherwise save scene file to a location of your choice and click Render on '/obj/bake_cycles' ropnet to write out the files. The default path for the files is ${HIP}/agents.

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.

FlipColumn Example for FLIP Solver dynamics node

This example demonstrates how a mixture of fluid colours can have their colour changed by a collision with a static object.

VariableViscosity Example for FLIP Solver dynamics node

This example demonstrates interaction between three fluids of varying viscosity and a moving collision object.

RiverBed Example for Fluid Object dynamics node

A simple river bed has a fluid source and fluid sink set up so that liquid rushes down the river.

VariableDrag Example for Fluid Object dynamics node

This example shows how to vary the drag in a fluid simulation. It provides examples of using a specified field to be a high drag zone, of automatically applying drag only to the fluid surface, and of applying negative drag to an area to make the fluid more volatile.

HotBox Example for Gas Calculate dynamics node

This example shows how to take any object with it’s volume representation and add it to the temperature field. You can change the temperature of the object in two ways: by adjusting the volume density value or by adjusting the Gas Calculate microsolver DOP’s source’s Pre-Multiply field.

EqualizeFlip Example for Gas Equalize Volume dynamics node

This example demonstrates how the Gas Equalize Volume dop can be used to preserve the volume in a fluid simulation.

EqualizeLiquid Example for Gas Equalize Volume dynamics node

This example demonstrates how the Gas Equalize Volume dop can be used to preserve the volume in a fluid simulation.

FluidGlass Example for Particle Fluid Solver dynamics node

This example demonstrates how to get a smooth fluid stream to pour into a glass.

BaconDrop Example for POP Grains dynamics node

This example demonstrates dropping slices of bacon onto a torus. It shows how to extract a 2d object from a texture map and how to repeatedly add the same grain-sheet object to DOPs.

BillowyTurbine Example for Pyro Solver dynamics node

This example uses the Pyro Solver and a Smoke Object which emits billowy smoke up through a turbine (an RBD Object). The blades of the turbine are created procedurally using Copy, Circle, and Align SOPs.

DeleteObjects Example for RBD Packed Object dynamics node

This example shows how to remove objects from the simulation that are inside a bounding box.

2dfluid Example for Smoke Object dynamics node

Demonstrates exporting a 2d fluid into COPs where it can be saved to disk as a sequence of image files to then be used as texture maps, displacement maps, etc.

StaticBalls Example for Static Object dynamics node

This example uses static object nodes in an RBD simulation of a grid falling and bouncing off three spheres before it hits the ground.

FractureExamples Example for Voronoi Fracture Solver dynamics node

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.

TurbulentSmoke Example for Wind Force dynamics node

This example illustrates how the Wind DOP can be used to add turbulence to a fluid simulation.

AnimatedSkin Example for Wire Glue Constraint dynamics node

This example shows how the Wire Glue Constraint DOP can constrain a wire object to animated geometry.

CurveAdvection Example for Wire Solver dynamics node

This example demonstrates how to advect curves based on a pyro simulation. An Attribute Wrangle SOP is used to sample the velocity from the volume and apply it to a wire object.

CaptureDeform Example for Cloth Deform geometry node

This example demonstrates how you can use the Cloth Capture and Cloth Deform nodes to transfer the simulation from a low-res piece of cloth to a hi-res piece of cloth.

FurBallWorkflow Example for Fur geometry node

This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.

RampParameter Example for Parameter VOP node

This example shows how to control the particle colours using the temperature attributes from a pyro simulation using a Ramp Parameter VOP node.

See also

Dynamics nodes