Houdini 16.5 Nodes Particle nodes

Soft Body POP node

Performs soft body deformations similar to the Spring SOP.

On this page

The Softbody POP performs soft body deformations similar to the Spring SOP. The edges of the geometry act as "springs", which pull the points back toward their original shape.

When this operator is first activated, the geometry at that time is used. If the SOP changes thereafter, those changes will not be reflected in the geometry produced by the POP network.

The POP creates a new particle system that will move the points of the geometry. To make this particle system invisible to the scene, enable the Hide Particle System parameter. In the info pop-up, the particle system will be denoted as "virtual".

For more stable behavior, see the Squishy Object in DOPs.

Parameters

Activation

Turns the POP on and off.

Source

Geometry Source

Specifies the SOP to use.

Use Parameter Values

Use the SOP specified in the SOP parameter below.

Use First Context Geometry

Use the SOP connected to the POP network’s first input.

Use Second Context Geometry

Use the SOP connected to the POP network’s second input.

Use Third Context Geometry

Use the SOP connected to the POP network’s third input.

Use Fourth Context Geometry

Use the SOP connected to the POP network’s fourth input.

SOP

Path to the SOP (when Geometry source is set to Use Parameter Values).

Ignore Transform Object

Particles normally use the object space of the SOP being cooked. Turn this parameter on to not transform into the space of the cooking SOP.

Fixed Points

Points to be considered stationary.

Fixed Points go to Source Positions

Fixed Points are put to their positions in the Source.

Copy Groups from Source

All Source groups are copied at each frame. Useful if the Fixed Points group contents are animated.

Hide particle system

Make the particle system that controls the softbody deformation hidden (i.e. does not show in scene).

Spring

Spring Behavior

How the springs will behave.

Hooke’s Law

Use Hooke’s law. Force = displacement x spring constant.

Normalize Displacement

Like Hooke’s law except displacement is normalized to the original length of the spring. (Behavior used in Houdini 2.5).

No Springs

No springs will be used.

Spring Constant

Stiffness of the spring.

Initial Tension

Initial spring tension before deformations.

Attributes

Create Local Variables

Create local variables corresponding to inherited attributes.

Add ID Attributes

Add ID and parent attributes.

Add Generation Attribute

Add generation attribute.

Add Origin Attribute

Add origin attribute.

Use as Origin

How to set the origin.

Origin Index

Index as used in origin.

Add Speed Attribute

Add speed attribute (length of velocity vector).

Locals

Standard POP local variables

AGE

The seconds a particle in the template has been alive.

AX AY AZ

Acceleration of the particle.

BBX BBY BBZ

The point’s relative position in the bounding box.

DEAD

Point is dead.

ITER

Processing iteration number.

JUSTHIT

A collision for this particle was detected (for example, by the Collision POP) during the processing of this timestep (that is, this iteration of the particle simulation). This variable is cleared at the beginning of each timestep. Note that the collision POP actually detects any collisions which would have occurred the during the previous frame.

LIFE

Percent of total life used (from 0 to 1).

LIFESPAN

Expected lifetime of particle.

MAPU MAPV MAPW

Point or vertex texture coordinates.

NPT

Total number of points.

NGRP

Total number of points in source group.

NX NY NZ

Normal vector.

PT

The point number of the currently processed point. The PT is not constant like ID; it changes based on the number of points.

RESTX RESTY RESTZ

The rest position.

SLIDING

The sliding state of the particle.

SPRINGK

Elasticity of a point.

STOPPED

Point is stopped.

STUCK

1 if particle is stuck to a collision object.

TENSION

Spring tension.

TIMEINC

Time increment.

TX TY TZ

Point position.

U V

Surface UV values.

VX VY VZ

Velocity direction.

WEIGHT

Point spline weight.

Added by Collision POP/Limit POP

DIST

Distance from particle to last collision.

HCR HCG HCB

Diffuse color at the collision point on the surface the particle collided with.

HITID

ID for last collision. You can control how this attribute is set in the Collision or Limit POP to help distinguish types of collisions.

HITTIME

The time at which the last collision occurred.

HMAPU HMAPV

The texture map UV coordinates for the surface location where the last collision occurred.

HNX HNY HNZ

The normal at the surface location where the last collision occurred.

HTX HTY HTZ

World space position of the last collision.

HU HV

The UV coordinates for the surface location where the last collision occurred.

NUMHIT

Number of times the particle has collided.

Added by Color POP

CA

Point or vertex alpha value.

CR CG CB

Diffuse point or vertex color.

Added by Property POP

ATTRACT

Attractor point.

CHARGE

Charge of the particle.

CLING

Point is clinging to geometry.

DRAG

Point drag.

FOLLOW

Leader to follow.

MASS

Point mass.

PSCALE

Particle Scale.

SCALEX SCALEY SCALEZ

Non-uniform scale.

Added by Proximity POP

NEAREST

Either the point number or id of the particle nearest to this one.

NEARESTDIST

The distance to the nearest particle.

NUMPROXIMITY

The number of particles within a specified proximity to this particle.

Added by Rotation POP

ROTA

Rotation angle.

ROTX ROTY ROTZ

Rotation axis.

Added by Source POP

GEN

Generation.

ID

ID number, which always remains constant.

ORIGIN

Original Source point was birthed from.

PARENT

Parent’s ID Number.

Added by Speed Limit POP

SPEEDMAX

Maximum speed.

SPEEDMIN

Minimum speed.

Added by Sprite POP

SROT

Sprite rotation around view axis (in degrees).

STEXU STEXV

Texture coordinate of sprite’s lower-left corner.

STEXW STEXH

Size of sprite in texture space.

SX SY

Sprite scale.

Controlled by Suppress Rule POP

SUPPPOS

Suppress default position rule.

SUPPVEL

Suppress default velocity rule.

SUPPUP

Suppress default up-vector rule.

SUPPAGE

Suppress default aging rule.

SUPPROT

1 if particle is suppressing its default rotation rule.

SUPPANGVEL

1 if particle is suppressing its default angular velocity rule.

Added by Up Vector POP

PVX PVY PVZ

Previous velocity.

UPX UPY UPZ

Up vector.

Added by Location, Source, Softbody, Split POPs

SPEED

Absolute speed of particle.

Particle nodes