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.
Turns the POP on and off.
Specifies the SOP to use.
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.
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).
How the springs will behave.
Stiffness of the spring.
Initial spring tension before deformations.
|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.
Index as used in origin.
|Add Speed Attribute|
Add speed attribute (length of velocity vector).
Standard POP local variables
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.
Point is dead.
Processing iteration number.
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.
Percent of total life used (from 0 to 1).
Expected lifetime of particle.
|MAPU MAPV MAPW|
Point or vertex texture coordinates.
Total number of points.
Total number of points in source group.
|NX NY NZ|
The point number of the currently processed point. The
|RESTX RESTY RESTZ|
The rest position.
The sliding state of the particle.
Elasticity of a point.
Point is stopped.
1 if particle is stuck to a collision object.
|TX TY TZ|
Surface UV values.
|VX VY VZ|
Point spline weight.
Distance from particle to last collision.
|HCR HCG HCB|
Diffuse color at the collision point on the surface the particle collided with.
ID for last collision. You can control how this attribute is set in the Collision or Limit POP to help distinguish types of collisions.
The time at which the last collision occurred.
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.
The UV coordinates for the surface location where the last collision occurred.
Number of times the particle has collided.
Added by Color POP
Point or vertex alpha value.
|CR CG CB|
Diffuse point or vertex color.
Added by Property POP
Charge of the particle.
Point is clinging to geometry.
Leader to follow.
|SCALEX SCALEY SCALEZ|
Added by Proximity POP
Either the point number or id of the particle nearest to this one.
The distance to the nearest particle.
The number of particles within a specified proximity to this particle.
Added by Rotation POP
|ROTX ROTY ROTZ|
Added by Source POP
ID number, which always remains constant.
Original Source point was birthed from.
Parent’s ID Number.
Added by Speed Limit POP
Added by Sprite POP
Sprite rotation around view axis (in degrees).
Texture coordinate of sprite’s lower-left corner.
Size of sprite in texture space.
Controlled by Suppress Rule POP
Suppress default position rule.
Suppress default velocity rule.
Suppress default up-vector rule.
Suppress default aging rule.
1 if particle is suppressing its default rotation rule.
1 if particle is suppressing its default angular velocity rule.
Added by Up Vector POP
|PVX PVY PVZ|
|UPX UPY UPZ|
Absolute speed of particle.
|SoftBodySheet||Load | Launch|
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.