Particle Fluid Object dynamics node

Creates a Particle Fluid Object from SOP Geometry.

All Parameters Outputs Local variables Example files

See also: Particle Fluid Configure Object, Particle Fluid Solver, Particle Fluid Surface, How to speed up particle visualization and simulation

The Particle Fluid Object DOP creates a particle fluid object inside the DOP simulation. It creates a new object and attaches the subdata required for it to be used by the Particle Fluid Solver DOP.

Using Particle Fluid from Object

  1. Select the geometry object to convert to particle fluid.

  2. Click the Particle Fluid from Object tool on the Liquid tab.

    You can modify the Particle Separation in the parameter editor to control the distance between particles. A smaller particle separation will result in a greater number of particles and a higher resolution.

Parameters

Creation Frame Specifies Simulation Frame

Determines if the creation frame refers to global Houdini frames ($F) or to simulation specific frames ($SF). The latter is affected by the offset time and scale time at the DOP network level.

Creation Frame

The frame number on which the object will be created. The object is created only when the current frame number is equal to this parameter value. This means the DOP Network must evaluate a timestep at the specified frame, or the object will not be created.

For example, if this value is set to 3.5, the Timestep parameter of the DOP Network must be changed to 1/(2*$FPS) to ensure the DOP Network has a timestep at frame 3.5.

Number of Objects

Instead of making a single object, one can create a number of identical objects. You can set each object’s parameters individually by using the $OBJID expression.

Object Name

The name for the created object. This is the name that shows up in the details view and is used to reference this particular object externally.

Note

While it is possible to have many objects with the same name, this complicates writing references, so it is recommended to use something like $OBJID in the name.

Solve On Creation Frame

For the newly created objects, this parameter controls whether or not the solver for that object should solve for the object on the timestep in which it was created.

Usually this parameter will be turned on if this node is creating objects in the middle of a simulation rather than creating objects for the initial state of the simulation.

Particle Separation

This parameter controls the interaction distance between particles in the created Particle Fluid Object.

If the Input Type for this object is set to Surface SOP, then this parameter also controls the number of particles spawned inside of the provided surface. That is, a smaller particle separation results in a greater number of particles and hence a particle-based fluid with higher resolution.

Rest Density

The physical density of the particle fluid.

This quantity is used by the Particle Fluid Solver DOP to determine how to apply pressure forces to particles in the fluid. When the density of particles exceeds their rest density, they are pushed apart. Similarly, they are pulled together when their density is less than the fluid rest density.

Viscosity

This parameter is used by the Particle Fluid Solver to control the thickness and resistance to flow of the particle fluid. A fluid with higher viscosity tends to flow more slowly and appear thicker than one with low viscosity.

Note that for this force to be applied by the Particle Fluid Solver, the Enable Viscosity Force toggle must be enabled in the Internal Forces tab of the Particle Fluid Solver.

Surface Tension

Controls the magnitude of surface tension forces applied to particles in the fluid by the Particle Fluid Solver DOP. Surface tension forces attempt to pull surface particles more tightly in to the fluid, resulting in a more rounded fluid shape.

Note that for this force to be applied by the Particle Fluid Solver, the Enable Surface Tension Force toggle must be enabled in the Internal Forces tab of the Particle Fluid Solver.

Initial Data

Use this tab to control the initial configuration of the particle fluid object.

Input Type

Determines how to interpret the SOP geometry specified in SOP Path.

Surface SOP

Use this option to generate particles inside of the specified surface.

The initial separation between particles is determined by the Particle Separation parameter, and so the particle separation also determines the number of particles created.

Particle Field

Use this option to generate a fluid particle at each point in the specified geometry.

This can be used to specify a custom initial distribution for the fluid particles or to resume an existing particle fluid simulation. It can also be used to combine multiple fluids with different initial conditions.

It should be noted that when this option is selected, the particle separation is completely independent of the initial particle distribution. This means that changing the particle separation may substantially alter the results of a simulation.

However, if the Initialize Fluid Attributes toggle is disabled, then the Particle Fluid Object does not create or change any attributes on the imported fluid geometry, and expects those attributes to exist already.

File

Use this option to initialize a fluid simulation directly from a .bgeo file.

This can be used to easily reinitialize a simulation from saved geometry data. See the Fluid Geometry File parameter below.

Fetch Data

Use this option to generate particles inside of the specified DOP object geometry

The initial separation between particles is determined by the Particle Separation parameter, and so the particle separation also determines the number of particles created.

Initial Configuration

This determines how the initial configuration of fluid particles if Input Type is set to “Surface SOP”.

Grid

Particles are generated on an axis-aligned grid inside of the surface.

Tetrahedral

Particles are generated in a more tightly-packed tetrahedral arrangement inside of the surface.

This can be useful is the fluid needs to settle quickly inside of a container without losing too much of its initial height.

SOP Path

The geometry controlling the initial locations of fluid particles. How this is used depends on Input Type.

Fluid Geometry File

The file to load fluid geometry from when Input Type is set to “File”.

Note that this field expects a file containing particle fluid geometry; that is, geometry extracted from the “Geometry” field of a particle fluid object.

Tip

When running a long simulation, it is useful to save .bgeo files containing particle fluid geometry at each frame. The simulation can then be restarted from any frame by specifying one of these files in this field.

Source Object

The object from which to fetch the data.

You can use group names, object names, object ids, and/or wildcard characters to match an object, and the negation character (^) to eliminate objects from consideration. If multiple objects match, Houdini uses the one with the lowest object ID as the source object.

Source Data Name

Data matching the Source Data Name will be extracted from the source object and provided as the source geometry to control the initial locations of fluid particles.

Use Object Transform

If this toggle is enabled, the transform of the object containing the SOP geometry applied to the geometry. This is useful if the initial location of the geometry is defined by an object transform.

Jitter Seed

When Input Type is set to “Surface SOP”, a random jitter may be applied to the particles created.

This has the effect of making the initial fluid configuration less symmetrical. This parameter is a seed used in the random jitter application.

Jitter Scale

The magnitude of random jitter to apply to each particle.

Initial Velocity

Controls the initial velocity of the fluid particles generated by this DOP.

Initialize Fluid Attributes

This parameter is only meaningful if Input Type is set to “Particle Field”. In this case, when this parameter is enabled, the DOP will overwrite any existing attributes used by the Particle Fluid Solver DOP (mass, velocity, density, etc.) with new values when it initializes the fluid particles.

Leave this parameter disabled if you wish to initialize a particle fluid object from the particle geometry of an existing particle fluid simulation. This is the case when you are attempting to restart an old simulation, or combine two or more particle fluid objects in to the same object.

Guides

Use this tab to quickly visualize the particle fluid object.

Show Guide Geometry

Enables or disables guide geometry visualization.

Visualization

Selects between Sphere or Sprite visualization of the fluid particles.

Color

Controls the color of the spheres in the guide geometry.

Scale

When Visualization is set to “Spheres”, this controls the size of the spheres in the guide geometry.

When the scale is set to 1, the radius of a displayed sphere represents the interaction radius of the corresponding fluid particle.

Sprite Image

The sprite image to display when Visualization is set to “Sprites”.

Physical

Use this tab to control general DOPs physical parameters for the particle fluid object.

Bounce

The elasticity of the object.

If two objects of bounce 1.0 collide, they will rebound without losing energy. If two objects of bounce 0.0 collide, they will come to a standstill.

Friction

The coefficient of friction of the object. A value of 0 means the object is frictionless. This governs how much the tangential velocity is affected by collisions and resting contacts.

Dynamic Friction Scale

An object sliding may have a lower friction coefficient than an object at rest. This is the scale factor that relates the two. It is not a friction coefficient, but a scale between zero and one.

A value of one means that dynamic friction is equal to static friction. A scale of zero means that as soon as static friction is overcome the object acts without friction.

Collisions

Volume Offset

Controls how far away from collision geometry particle collisions occur. If Volume Offset is set to 0, collisions occur directly at the boundary of the collision object. If it is set to 1.0, then collisions occur one particle radius away from the collision geometry.

Stored Attributes

Use this tab to select additional attributes to compute and store during the simulation.

Density Field Gradient

Stores the gradient of the fluid density field at each particle position. This may be useful for identifying particles close to the surface of the fluid, as the magnitude of this vector is larger for particles close to the fluid surface than it is for particles far from the surface.

Pressure Force

Stores the last pressure force vector computed for each particle.

Neighbor Velocity

For each particle, this stores the average velocity of all neighbors of the particle. By comparing a particle’s velocity with its neighbor velocity, areas of particularly turbulent flow in the fluid may be identified.

Coordinate System

Use this tab to generate a simple coordinate system to be carried along with the fluid. This coordinate system can later be transferred on to the fluid surface. The coordinate system is designed to reinitialize itself over time, and so at all times it stores two different coordinate system as well as a blend attribute to blend between the two. The blend value is stored in the detail attribute “coordinate_transition_state”, while the two coordinate systems are stored in the point attributes “coordinate1” and “coordinate2”. For each point, if we define the blend value as s and the coordinates as c1 and c2, then a blended coordinate value for that point could be given by s c1 + (1 - s) c2.

Create Coordinate System

Enables or disables the coordinate system on this object.

Coordinate Transition Period

Since any coordinate system on a set of freely moving fluid particles is expected to gradually become incoherent, the coordinate system is designed to periodically reinitialize itself. This specifies the transition period.

Coordinate Transition Length

During each transition period, the coordinate system remains constant for some period of time, and then transitions in to a reinitialized coordinate system over a specified transition length. Use this parameter to control that transition length.

Coordinate Scale

By default, all fluid coordinates are in the range [0,1] and are defined with respect to the initial bounding box of the fluid.

Use this parameter to scale the range of each axis from [0,1] to [0,s] where s can be specified.

Override Bounding Box

By default, all particle coordinates are determined with respect to the initial bounding box of the fluid. This bounding box is repeated spatially to accommodate particles that flow out of this bounding box.

Use this parameter to define coordinates with respect to a different bounding box.

Minimum Bound

The minimum boundaries of the user-defined coordinate bounding box.

Maximum Bound

The maximum boundaries of the user-defined coordinate bounding box.

Outputs

First

The particle fluid object created by this node is sent 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 $ST == 0 rather than $T == 0 or $FF == 1.

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 object_$SNOBJ.

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 $ST == $OBJCT should always be used. This value will be zero if the node does not process objects sequentially (such as the Group DOP).

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 strcmp($OBJNAME, "myobject") == 0 in the activation field of a DOP will cause that DOP to operate only on those 20 objects. This value will be the empty string if the node does not process objects sequentially (such as the Group DOP).

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:

$positionx + 0.1

…to make the object move 0.1 units along the X axis at each timestep.

Example files

Buoyancy

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/Buoyancy.otl

Load | Launch

This example demonstrates how to couple the Particle Fluid with an RBD object so they both affect each other. The result is a buoyant sphere.

GrogSplash

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/GrogSplash.otl

Load | Launch

This example demonstrates two Grogs being converted into particle fluids and merged into the same particle fluid solver. They are given initial velocities that lead to their inevitable collision.

PopFlow

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/PopFlow.otl

Load | Launch

This example demonstrates how to integrate a POP network with a particle fluid simulation, granting one the Total Artistic Control of POPs with the fluid dynamics of the particle fluid simulator.

PressureExample

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/PressureExample.otl

Load | Launch

This is a simple example demonstrating pressure-driven flow with no viscosity. This example also demonstrates the use of a constantly emitting source of particle fluid as well as how to surface the fluid using the Particle Fluid Surface SOP.

ViscoelasticExample

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/ViscoelasticExample.otl

Load | Launch

This example demonstrates the use of viscous and elastic forces in a particle-based fluid to generate viscoelastic fluid behaviour. The result is a fluid-like object that tends to resist deformation and retain its shape.

ViscousFlow

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/ViscousFlow.otl

Load | Launch

This example demonstrates highly viscous fluid flow using particle-based fluids. Fluids of this form could be used to simulate slowly-flowing fluids such as lava or mud.

WorkflowExample

$HFS/houdini/help/examples/nodes/dop/particlefluidobject/../particlefluidsolver/WorkflowExample.otl

Load | Launch

This somewhat complicated example is meant to demonstrate a simple workflow for simulating, storing, surfacing and rendering a particle fluid simulation. Three geometry nodes in the example are named Step 1, Step 2 and Step 3 according to the order in which they are to be used. They write out particle geometry to disk, read the geometry in and surface it, and read the surfaced geometry from disk, respectively. The example also has shaders and a camera built in so that it can be easily rendered.

The fluid animated in this scene models a highly-elastic gelatin-like blob of fluid.