Merges multiple streams of objects or data into a single stream.
The Merge DOP takes any number of separate streams of objects or data and merges them into a single stream. Data and objects cannot be merged into a single stream. All inputs must be object streams, or all inputs must be data.
Merging objects does not imply any relationship between those objects. However, for convenience, the Affector Relationship parameter can be turned on to create affector relationships between the different streams of objects. The same functionality can be achieved with Group and Affector DOPs, but many more nodes would be required. Objects with the Intangible Value set will not have a relationship created by a merge node.
When merging data, any connection to this node’s output will be treated as if every input of this node is connected to it. This is useful when dealing with digital assets which provides only a single data input but to which you may wish to attach several pieces of data.
Similarly, this node can be used to allow a digital asset to output several pieces of data through a single data output. This node also provides a convenient visual method of grouping several pieces of data into a single stream for easier wiring.
Parameters
| Activation | When this parameter value is zero no relationships will be added. When it is one, the Affector Relationship will control the addition of relationships. In any case, the objects are merged into a single stream. | ||||||||||||||||
| Affector Relationship | If this node is merging streams of simulation objects, this parameter sets up affector relationships between the objects.
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| Relationship | When merging streams of objects, this determines what sort of relationship should be created between the streams. Useful choices are:
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Inputs
| All | All the objects or data connected to the inputs of this node are fed out through the single output. |
Outputs
| First | All the objects or data connected to the inputs of this node are fed out through the single output. |
Local variables
| 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 |
| 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 |
| 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 |
| 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 |
| 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.