Soft Body
particle node
Performs soft body deformations similar to the Spring SOP.
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
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Activation |
Turns the POP on and off. |
Source
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Geometry Source |
Specifies the SOP to use.
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SOP |
Path to the SOP (when Geometry source is set to Use Parameter Values). |
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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. |
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Fixed Points |
Points to be considered stationary. |
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Fixed Points go to Source Positions |
Fixed Points are put to their positions in the Source. |
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Copy Groups from Source |
All Source groups are copied at each frame. Useful if the Fixed Points group contents are animated. |
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Hide particle system |
Make the particle system that controls the softbody deformation hidden (i.e. does not show in scene). |
Spring
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Spring Behavior |
How the springs will behave.
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Spring Constant |
Stiffness of the spring. |
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Initial Tension |
Initial spring tension before deformations. |
Attributes
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Create Local Variables |
Create local variables corresponding to inherited attributes. |
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Add ID Attributes |
Add ID and parent attributes. |
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Add Generation Attribute |
Add generation attribute. |
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Add Origin Attribute |
Add origin attribute. |
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Use as Origin |
How to set the origin. |
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Origin Index |
Index as used in origin. |
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Add Speed Attribute |
Add speed attribute (length of velocity vector). |
Local variables
Standard POP local variables
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AGE |
The seconds a particle in the template has been alive. |
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AX AY AZ |
Acceleration of the particle. |
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BBX BBY BBZ |
The point’s relative position in the bounding box. |
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DEAD |
Point is dead. |
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ITER |
Processing iteration number. |
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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. |
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LIFE |
Percent of total life used (from 0 to 1). |
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LIFESPAN |
Expected lifetime of particle. |
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MAPU MAPV MAPW |
Point or vertex texture coordinates. |
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NPT |
Total number of points. |
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NGRP |
Total number of points in source group. |
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NX NY NZ |
Normal vector. |
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PT |
The point number of the currently processed point. The |
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RESTX RESTY RESTZ |
The rest position. |
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SLIDING |
The sliding state of the particle. |
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SPRINGK |
Elasticity of a point. |
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STOPPED |
Point is stopped. |
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STUCK |
1 if particle is stuck to a collision object. |
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TENSION |
Spring tension. |
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TIMEINC |
Time increment. |
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TX TY TZ |
Point position. |
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U V |
Surface UV values. |
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VX VY VZ |
Velocity direction. |
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WEIGHT |
Point spline weight. |
Added by Collision POP/Limit POP
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DIST |
Distance from particle to last collision. |
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HCR HCG HCB |
Diffuse color at the collision point on the surface the particle collided with. |
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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. |
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HITTIME |
The time at which the last collision occurred. |
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HMAPU HMAPV |
The texture map UV coordinates for the surface location where the last collision occurred. |
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HNX HNY HNZ |
The normal at the surface location where the last collision occurred. |
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HTX HTY HTZ |
World space position of the last collision. |
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HU HV |
The UV coordinates for the surface location where the last collision occurred. |
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NUMHIT |
Number of times the particle has collided. |
Added by Color POP
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CA |
Point or vertex alpha value. |
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CR CG CB |
Diffuse point or vertex color. |
Added by Property POP
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ATTRACT |
Attractor point. |
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CHARGE |
Charge of the particle. |
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CLING |
Point is clinging to geometry. |
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DRAG |
Point drag. |
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FOLLOW |
Leader to follow. |
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MASS |
Point mass. |
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PSCALE |
Particle Scale. |
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SCALEX SCALEY SCALEZ |
Non-uniform scale. |
Added by Proximity POP
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NEAREST |
Either the point number or id of the particle nearest to this one. |
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NEARESTDIST |
The distance to the nearest particle. |
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NUMPROXIMITY |
The number of particles within a specified proximity to this particle. |
Added by Rotation POP
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ROTA |
Rotation angle. |
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ROTX ROTY ROTZ |
Rotation axis. |
Added by Source POP
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GEN |
Generation. |
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ID |
ID number, which always remains constant. |
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ORIGIN |
Original Source point was birthed from. |
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PARENT |
Parent’s ID Number. |
Added by Speed Limit POP
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SPEEDMAX |
Maximum speed. |
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SPEEDMIN |
Minimum speed. |
Added by Sprite POP
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SROT |
Sprite rotation around view axis (in degrees). |
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STEXU STEXV |
Texture coordinate of sprite’s lower-left corner. |
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STEXW STEXH |
Size of sprite in texture space. |
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SX SY |
Sprite scale. |
Controlled by Suppress Rule POP
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SUPPPOS |
Suppress default position rule. |
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SUPPVEL |
Suppress default velocity rule. |
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SUPPUP |
Suppress default up-vector rule. |
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SUPPAGE |
Suppress default aging rule. |
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SUPPROT |
1 if particle is suppressing its default rotation rule. |
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SUPPANGVEL |
1 if particle is suppressing its default angular velocity rule. |
Added by Up Vector POP
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PVX PVY PVZ |
Previous velocity. |
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UPX UPY UPZ |
Up vector. |
Added by Location, Source, Softbody, Split POPs
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SPEED |
Absolute speed of particle. |
Example files
SoftBodySheet
$HFS/houdini/help/examples/nodes/pop/softbody/SoftBodySheet.cmd
This example uses the Softbody POP to deform a SOP geometry to create a cloth-like effect.
It also gives examples of how the Group POP, Force POP, and Drag POP are used to refine the motion of the Softbody animation.
This can be useful in creating things such as fabrics and organic surfaces.
Press Play to see the animation.
Usages in other examples
| Example name | Example for |
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