Nodes
Dynamics nodes
Dynamics nodes set up the conditions and rules for dynamics simulations.
Node flags
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Inputs and outputs |
A dynamics node may have an object input (gray), data inputs (green), or both (see objects and data ). You should connect like to like (gray to gray and green to green). A dynamics node can have an object output, or a data output. Some nodes will switch their output type based on what inputs are connected. This allows the more convenient method of connecting nodes “inline” instead of using Apply Data nodes (see objects and data). |
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Display flag |
When Houdini runs the simulation, it cooks the network up from the node with the display flag to establish relationships between objects and data. So, nodes connected after the node with the display flag have no effect on the simulation. |
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Bypass flag |
When the bypass flag is on, this node has no effect. |
Usages in other examples
| Example name | Example for |
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Subtopics
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Marks a simulation object as active or passive.
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Creates affector relationships between groups of objects.
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Defines an orientation that aligns an axis in object space with a second axis defined by the relative locations of two positional anchors.
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Attaches data to simulation objects or other data.
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Creates relationships between simulation objects.
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Attaches the appropriate data for Cloth Objects to an object.
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Defines the physical material for a deformable surface.
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Creates a Cloth Object from SOP Geometry.
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Defines the physical parameters of a cloth object.
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Sets and configures a Cloth solver.
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Creates a number of constraints on a cloth object with a single node.
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Defines a way of resolving collisions involving two pieces of cloth.
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Defines a way of resolving collisions involving a cloth object and DOPs objects with volumetric representations (RBD Objects, ground planes, etc.)
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Creates multiple copies of the input data.
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Sets and configures a Copy Data Solver.
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Mimics the information set by the Copy Object DOP.
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Deletes both objects and data according to patterns.
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Applies force and torque to objects that resists their current direction of motion.
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Creates an Empty Data for holding custom information.
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Creates an Empty Object.
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Applies forces on the objects as if a cone-shaped fan were acting on them.
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Fetches a piece of data from a simulation object.
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Applies forces to an object using some piece of geometry as a vector field.
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Saves and loads simulation objects to external files.
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Attaches the appropriate data for Fluid Objects to an object.
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Applies forces to resist the current motion of soft body objects relative to a fluid.
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Attaches the appropriate data for Fluid Objects to an object.
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Sets and configures a Fluid solver.
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A microsolver that adjusts an internal coordinate system attached to fluid particles in a particle fluid simulation.
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A microsolver that adjusts the strength of elastic bonds between pairs of particles in a fluid simulation.
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A microsolver that advects fields and geometry by a velocity field.
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A microsolver that computes analytic property of fields.
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A microsolver that blurs fields.
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A microsolver that determines the collision field between the fluid field and any affector objects.
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A microsolver that builds a mask for each voxel to show the presence or absence of relationships between objects.
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A microsolver that calculates an adhoc buoyancy force and updates a velocity field.
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Sets the object to use the Gas Burn solver.
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Creates an object with appropriate data to use as a fire source.
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A microsolver that performs general calculations on a pair of fields.
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A microsolver that applies a combustion model to the simulation.
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A microsolver that calculates particle fluid attribute values for each particle in a particle fluid field.
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A microsolver that adjusts an SDF according to surface markers.
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A microsolver that computes the cross product of two vector fields.
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A microsolver that applies one round detontation shock dyanamics.
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Attaches the appropriate data for Smoke Objects to become a flame front based fire.
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A microsolver that applies the flamefront-based fire simulation.
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A microsolver that diffuses a field or point attribute.
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A microsolver that computes pairwise elastic forces between particles in a fluid simulation.
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A microsolver that embeds one fluid inside another.
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A microsolver that enforces boundary conditions on a field.
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A microsolver that evaluates the external DOPs forces for each point in a velocity field and updates the velocity field accordingly.
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A microsolver that extrapolates a field’s value along an SDF.
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A microsolver that creates a feathered mask out of a field.
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A microsolver that calculates and applies feedback forces to collision geometry.
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A data node that fetches the fields needed to embed one fluid in another.
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Runs CVEX on a set of fields.
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A microsolver that copies the values of a field into a point attribute on geometry.
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A microsolver that creates a signed distance field out of geometry.
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A microsolver that applies forces to a particle fluid system.
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A microsolver that solves its subsolvers at a regular interval.
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A microsolver that looksup field values according to a position field.
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A microsolver that rebuilds fields to match in size and resolution to a reference field.
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A microsolver that computes pairwise collision forces between particles that represent instanced spheres.
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A microsolver that moves particles to lie along a certain isosurface of an SDF.
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A microsolver that computes pairwise fluid pressure forces between particles in a fluid simulation.
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A microsolver that copies a particle system’s point attribute into a field.
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A microsolver that converts a particle system into a signed distance field.
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A microsolver that removes the divergent components of a velocity field.
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A microsolver that reduces a field to a single constant field .
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A microsolver that reinitializes a signed distance field while preserving the zero isocontour.
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A microsolver that changes the size of fields.
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A microsolver that resizes a fluid to match another object.
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A microsolver that initializes a rest field.
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A microsolver that calculates the density at particle positions in a particle field using techniques from Smoothed Particle Hydrodynamics.
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A microsolver that uses techniques from Smoothed Particle Hydrodynamics to compute pressure, viscosity and surface tension forces acting between particles in a fluid simulation.
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A microsolver that computes the forces to treat the fluid simulation as sand rather than fluid.
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A microsolver that seeds marker particles around the boundary of a surface.
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A microsolver that seeds particles uniformly inside a surface.
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A microsolver that calculates the forces imparted by a strain field.
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A microsolver that updates the strain field according to the current velocity field.
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A microsolver that snaps a surface onto a collision surface.
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A microsolver that calculates a surface tension force proportional to the curvature of the surface field.
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A microsolver that reorients geometry according to motion of a velocity field.
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Remaps a field according to a ramp.
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Applies a vortex confinement force to a velocity field.
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A microsolver that applies forces to a velocity field or geometry according to vorticle geometry.
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A DOP node that adds the appropriately formatted data to represent vorticles.
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A DOP node that recycles vorticles by moving them to the opposite side of the fluid box when they leave.
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Applies a gravity-like force to objects.
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Creates a ground plane suitable for RBD or cloth simulations.
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Creates simulation object groups.
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Defines a constraint relationship that must always be satisfied.
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Applies an impulse to an object.
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Creates an index field.
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Visualizes an index field.
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Creates DOP Objects according to instance attributes
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Stores the name of the scene level object source for this DOP object.
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Apply forces on objects using a force field defined by metaballs.
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Creates a matrix field.
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Visualizes a matrix field.
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Merges multiple streams of objects or data into a single stream.
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Modifies or creates options on arbitrary data.
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Defines an object’s position, orientation, linear velocity, and angular velocity.
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Does nothing.
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Creates position information from an object’s transform.
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Converts a regular particle system into a dynamic object capable of interacting correctly with other objects in the DOP environment.
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Defines the parameters to be used to match a particle system with a target shape.
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Attaches the appropriate data for Particle Fluid Objects to an object.
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Emits fluid in a particle fluid simulation.
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Creates a Particle Fluid Object from SOP Geometry.
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Removes fluid particles that flow inside of a specified boundary from a simulation.
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Evolves an object as a particle fluid object.
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Creates simulation object groups based on an expression.
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Defines the base physical parameters of DOP objects.
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Applies a force to an object from a particular location in space.
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Associates a position and orientation to an object.
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Creates position information from a point on some SOP geometry.
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Constrains an RBD object to a certain orientation.
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Constrains an RBD object to have a certain orientation, but with a set amount of springiness.
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Automatically freezes RBD Objects that have come to rest
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Attaches the appropriate data for RBD Objects to an object.
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Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry primitive groups.
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Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry primitive groups, and are glued to each other.
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Constrains an object to two constraints, creating a rotation similar to a hinge or a trapeze bar.
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Creates an RBD Object from SOP Geometry.
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Constrains an RBD object a certain distance from the constraint.
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Creates a simulation object at each point of some source geometry, similarly to how the Copy surface node copies geometry onto points.
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Sets and configures a Rigid Body Dynamics solver.
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Constrains an object to remain a certain distance from the constraint, with a set amount of springiness.
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Alters the state information for an RBD Object.
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Applies forces to an object according to the difference between two reference frames.
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Attaches the appropriate data for Ripple Objects to an object.
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Creates an object from existing geometry that will be deformed with the ripple solver.
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Animates wave propagation across Ripple Objects.
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Creates a scalar field from a SOP Volume.
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Creates a vector field from a SOP Volume Primitive.
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Attaches the appropriate data for Sand Objects to an object.
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Attaches the appropriate data for Sand Objects to an object.
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Sets and configures a Sand solver.
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Creates a scalar field.
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Visualizes a scalar field.
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Attaches the appropriate data for Smoke Objects to an object.
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Creates an Smoke Object from SOP Geometry.
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Sets and configures a Smoke solver.
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Constrains a point on a soft body object to a certain position.
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Constrains a point on a soft body to a certain position, with a set amount of springiness.
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This builds a tree of spheres producing bounding information for an edge cloud.
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This builds a tree of spheres producing bounding information for a point cloud.
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Splits an incoming object stream into as many as four output streams.
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The Squishy Object DOP converts a geometry object into a dynamic object that behaves like a soft body in the DOP environment.
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Creates a Static Object from SOP Geometry.
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Passes one of the input object or data streams to the output.
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Creates a Terrain Object from SOP Geometry.
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Defines a way of resolving collisions between two rigid bodies.
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Applies a uniform force and torque to objects.
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Applies forces on the objects according to a VOP network.
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Creates a vector field.
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Visualizes a vector field.
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Applies an impulse to an object.
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Creates a volumetric representation of a piece of geometry that can be used for collision detection.
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Defines a way of resolving collisions involving two rigid bodies with volume.
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Applies a vortex-like force on objects, causing them to orbit about an axis along a circular path.
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Applies forces to resist the current motion of objects relative to a turbulent wind.
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Constrains a wire point’s orientation to a certain direction.
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Constrains a wire point’s orientation to a certain direction, with a set amount of springiness.
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Attaches the appropriate data for Wire Objects to an object.
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Defines the force model of a wire object.
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Constraints a wire point to a certain position and direction.
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Creates a Wire Object from SOP Geometry.
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Defines the physical parameters of a wire object.
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Sets and configures a Wire solver.
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Defines a way of resolving collisions involving a wire object and DOPs objects with volumetric representations.
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Defines a way of resolving collisions between two wires.