Houdini 17.0 Nodes VOP nodes

Complement VOP node

Computes the complement of the argument by subtracting the argument from 1.

This operator computes the complement of the argument by subtracting the argument from 1.

It is a simpler version of the Subtract operator because it does not require a second input.

Examples

The following examples include this node.

FlipFluidWire Example for FLIP Solver dynamics node

This example demonstrates the use of the Flip Solver and the Fluid Force DOP. The Fluid Force DOP is used to apply a drag force on a wire object according to the motions of a flip fluid. The drag force is only applied at locations where fluid exists in the fluid object.

DiffuseSmoke Example for Gas Diffuse dynamics node

This example demonstrates how to diffuse the density of a smoke simulation using the Gas Diffuse DOP.

FluidGlass Example for Particle Fluid Solver dynamics node

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

Down Hill Lava Flow Example for Material shader node

In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.

Note

Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.

FirePit Example for Material shader node

Note

No geometry is animated in this file. All animation is achieved by animating the textures

Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over $T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.

The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as $BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.

FluffyTorus Example for Bake Volume geometry node

This example shows how to setup the Bake Volume SOP to compute the lightfield created by the shadowing of a fog volume. It then exports the fields properly to be rendered in Mantra by a constant volume shader.

ColourAdvect

This example demonstrates how you can use the Fluid Source SOP to source and advect colours from an additional volume into a smoke simulation.

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.

PointCloudLookup Example for Point Cloud Iterate VOP node

This example shows how to accomplish point cloud lookups for volumes using pcfilter and pciterate. It demonstrates how to iterate over and import values returned by a query.

See also

VOP nodes