Smoke Solver
dynamics node
Sets and configures a Smoke solver.
The Smoke Solver DOP sets objects to use the Smoke Dynamics solver.
If an object has this DOP as its “Solver” subdata, it will evolve itself as a Smoke object.
This solver makes use of various field subdata on the object. The object should have a scalar field density to track the density of the smoke in space. The object should have a vector field called vel to track the velocity of each point in space. Optionally, a scalar field called temperature is needed for the internal buoyancy calculations.
To setup an object with the requisite subdata, use the Smoke Configure Object DOP.
Parameters
Substepping
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Minimum Substeps |
While the Smoke Solver tries to estimate the correct substep size for a stable simulation, if unusual forces are present it may take too large of a step. By setting the minimum substep you can enforce stability. |
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Maximum Substeps |
The Smoke Solver will not break the simulation down into more substeps than this. It is a very good idea to always have a maximum to ensure frames will be finished regardless of their complexity. Lowering this ceiling can ensure a minimum computation time at the expense of accuracy. |
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CFL Condition |
The CFL Condition is a factor used for automatically determining what size substep a scene requires. The idea is that any substep should not allow any objects to interpenetrate by more than one voxel cell. This condition is met when this parameter is at 1. A value of 10 would allow a substep to move the smoke by as much as 10 voxel cells, possibly tunneling through objects rather than properly deflecting. |
Forces
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Density Force Mask |
Determines which DOP Forces will be scaled by the density value before being applied. These forces will be proportional to the amount of the smoke in the voxel. |
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Absolute Force Mask |
Determines which DOP Forces will be applied uniformly to all of the voxels of the simulation. The density field will not be taken into account when evaluating these forces. |
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Viscosity |
Viscosity is a force which tries to ensure that neighboring voxels have the same velocity. A zero value allows fluid in adjacent voxels to move any direction without resistance. Higher values introduce a penalty effect when a voxel’s velocity varies from that of its neighbors. This is currently implemented by applying a diffusive term to the velocity field. |
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Cooling Rate |
Controls how fast the temperature field trends to zero. A value of 0.9 will cause the temperature of hot gas to fall to 90% of its original value after one second. |
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Temperature Diffusion |
Controls how fast the temperature field mixes. Causes temperature values to average between voxels, spreading smoothing out temperature spikes. |
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Buoyancy Dir |
The buoyancy force will be applied in this direction. It usually corresponds to the logical “up” direction. |
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Buoyancy Lift |
An upwards force proportional to the difference between the ambient temperature and this voxel’s temperature will be applied with this scale factor. Thus voxel’s whose temperatures are higher than average will rise and those with values lower will sink. |
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Vorticle Strength |
An overall scale adjustment for the vorticle forces. Note vorticle forces are only present if data named vorticles is attached to the object. |
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Vortex Confinement |
Instead of using explicit vorticles, the vortex locations can be detected from the velocity field directly. This parameter will cause existing vortices to be boosted by this value, increasing turbulence in the simulation that would otherwise be lost by the grid resolution. Too high a value can cause the simultaion to become unstable and blow up. Negative numbers can be used to suppress vortices and smooth out the simulation - but usually a better solution is just to use a lower resolution grid. The scalar field called “confinement” is also multiplied into the vortex confinement value, allowing you to vary the amount of vortex boosting over space, or using a Gas Ramp, another field. |
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Feedback Scale |
A scale factor used in applying feedback forces to other objects. A value of zero prevents any feedback from occurring. The value can be thought of as a density, so to have a default RBD object to balance a value of 1000 should be used. |
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Speed Limit |
If set, each axis of the velocity field will be clamped to this maximum speed. This is done after the force computation and before the divergence or advection, so it is possible for the speed to end up slightly larger than this value. Note
As the clamping is done per-axis, the velocity along the diagonal can be up to |
Rest
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Rest Speed |
Controls how fast the rest field moves in response to the velocity field. To get the rest field to stick perfectly to the smoke a value of 1 would be used. This, however, quickly results in the rest field smearing out in streaks which is often not desired. By moving it slower than the actual smoke velocity the streaking can be diminished while still letting the rest field move with the smoke. |
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Rest Frame |
Which frame the rest field will be reset on. Delaying the initalization of the rest field until after any pre-roll is done can give a better result. |
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Reset Every Frames |
The rest field will be reset every time this number of frames goes by. |
Reactions
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Use Fuel Model |
Determines if the fuel field will be used to compute a simple combustion model. If set, the fuel field will combust anywhere it exceeds the ignition temperature, creating heat, gas, and soot in the process. |
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Compress Gas |
If Gas Released is non-zero, the velocity field will no longer be non-divergent. Some areas may gain or lose mass. The default advection procedure will not properly react to this. For example, if gas is injected in a cloud of smoke causing the smoke to expand, it would not properly dissipate in thickness. This option will attempt to take this sort of dissipation and compression into account by scaling the density and fuel fields according to the velocity field. |
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Ignition Temperature |
The combustion model will only occur if the temperature field is above this value. If one wants all fuel to instantly ignite, a negative value can be used. |
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Burn Rate |
The amount of fuel to burn per second. This is a ratio: 0.9 means after one second 90% will be burned. |
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Soot Rate |
The amount of soot that will be created for every unit of fuel burnt. This is added to the density field that is usually rendered as smoke. |
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Heat Output |
The amount to increase the temperature field by for every unit of fuel consumed. |
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Gas Released |
A scale factor controlling how much gas is injected into locations where fuel is burnt. This causes burning areas to blow outwards. |
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Normalize Burn Field |
The burn field stores the amount of fuel burned in the last timestep. This will thus vary with the size of the timestep. Normalizing the burn field will divide by the timestep, storing the amount of fuel burned per second rather than instantly. |
Collisions
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Restrict Mask to Bandwidth |
The collision mask is an SDF built storing the distance to the collision geometry for each node. By default, it is only calculated up to a certain distance from the collision geometry. However, if you want to use this field for special effects (such as having things react before they reach the object), one might want to compute the full range of the mask. |
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Use Point Velocity for Collisions |
When building the collision field for the smoke use the collision objects per-point motion to detect deformation. This allows one to properly react to deforming objects. This only will work if the objects have a consistent point count, however. |
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Use Volume Velocity for Collisions |
When building the collision field for the smoke use the collision objects change in volume representation to detect deformation. This allows objects that are deforming over time and changing point count to still properly affect the smoke. |
Sources
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Add Source to |
Controls what the destination of the objects with a source relationship will be.
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Velocity Merge |
Controls how the source object’s velocity will affect the smoke’s velocity field.
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Velocity Type |
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Temperature Merge |
Controls how the source object’s temperature physical parameter will affect the smoke’s temperature field. The options match those for Velocity Merge. |
Pumps
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Velocity Type |
Controls how the pump object’s per point velocity is computed.
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Temperature Merge |
Controls how the pump object’s temperature physical parameter will affect the smoke’s temperature field. The choices are to leave it unaffected or to directly set the interior of the pump to the pump temperature. |
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Parameter Operations |
Each data option parameter has an associated menu which specifies how that parameter operates.
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Default Operation |
For any parameters with their Operation menu set to Use Default, this parameter controls what operation is used. This parameter has the same menu options and meanings as the Parameter Operations menus, but without the Use Default choice. |
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Make Objects Mutual Affectors |
All objects connected to the first input of this node become mutual affectors. This is equivalent to using an Affector DOP to create an affector relationship between “*” and “*” before connecting it to this node. This option makes it convenient to have all objects feeding into a solver node affect each other. |
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Group |
When an object connector is attached to the first input of this node, this parameter can be used to choose a subset of those objects to be affected by this node. |
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Data Name |
Indicates the name that should be used to attach the data to an object or other piece of data. If the Data Name contains a “/” (or several), that indicates traversing inside subdata. For example, if the Fan Force DOP has the default Data Name “Forces/Fan”. This attaches the data with the name “Fan” to an existing piece of data named “Forces”. If no data named “Forces” exists, a simple piece of container data is created to hold the “Fan” subdata. Different pieces of data have different requirements on what names should be used for them. Except in very rare situations, the default value should be used. Some exceptions are described with particular pieces of data or with solvers that make use of some particular type of data. |
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Unique Data Name |
Turning on this parameter modifies the Data Name parameter value to ensure that the data created by this node is attached with a unique name so it will not overwrite any existing data. With this parameter turned off, attaching two pieces of data with the same name will cause the second one to replace the first. There are situations where each type of behavior is desirable. If an object needs to have several Fan Forces blowing on it, it is much easier to use the Unique Data Name feature to ensure that each fan does not overwrite a previous fan rather than trying to change the Data Name of each fan individually to avoid conflicts. On the other hand, if an object is known to have RBD State data already attached to it, leaving this option turned off will allow some new RBD State data to overwrite the existing data. |
Inputs
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First Input |
This optional input can be used to control which simulation objects are modified by this node. Any objects connected through this input and which match the Group parameter field will be modified. If this input is not connected, this node can be used in conjunction with an Apply Data node, or can be used as an input to another data node. |
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All Other Inputs |
If this node has more input connectors, other data nodes can be attached to act as modifiers for the data created by this node. The specific types of subdata that are meaningful vary from node to node. Click
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Outputs
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First Output |
The operation of this output depends on what inputs are connected to this node. If an object stream is input to this node, the output is also an object stream containing the same objects as the input (but with the data from this node attached). If no object stream is connected to this node, the output is a data output. This data output can be connected to an Apply Data DOP, or connected directly to a data input of another data node, to attach the data from this node to an object or another piece of data. |
Local variables
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channelname |
This DOP node defines a local variable for each channel and parameter on the Data Options page, with the same name as the channel. So for example, the node may have channels for Position (positionx, positiony, positionz) and a parameter for an object name (objectname). Then there will also be local variables with the names positionx, positiony, positionz, and objectname. These variables will evaluate to the previous value for that parameter. This previous value is always stored as part of the data attached to the object being processed. This is essentially a shortcut for a dopfield expression like: dopfield($DOPNET, $OBJID, dataName, "Options", 0, channelname) If the data does not already exist, then a value of zero or an empty string will be returned. |
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DATACT |
This value is the simulation time (see variable ST) at which the current data was created. This value may not be the same as the current simulation time if this node is modifying existing data, rather than creating new data. |
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DATACF |
This value is the simulation frame (see variable SF) at which the current data was created. This value may not be the same as the current simulation frame if this node is modifying existing data, rather than creating new data. |
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RELNAME |
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP). In this case, this value is set to the name of the relationship the data to which the data is being attached. |
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RELOBJIDS |
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP). In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affected Objects of the relationship to which the data is being attached. |
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RELOBJNAMES |
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP). In this case, this value is set to a string that is a space separated list of the names of all the Affected Objects of the relationship to which the data is being attached. |
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RELAFFOBJIDS |
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP). In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affector Objects of the relationship to which the data is being attached. |
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RELAFFOBJNAMES |
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP). In this case, this value is set to a string that is a space separated list of the names of all the Affector Objects of the relationship to which the data is being attached. |
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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 |
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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). |
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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. |
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SFPS |
This value is the inverse of the TIMESTEP value. It is the number of timesteps per second of simulation time. |
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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 |
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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). |
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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). |
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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). |
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ALLOBJIDS |
This string contains a space separated list of the unique object identifiers for every object being processed by the current node. |
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ALLOBJNAMES |
This string contains a space separated list of the names of every object being processed by the current node. |
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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 |
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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). |
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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 |
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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. |
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.
Usages in other examples
| Example name | Example for | |
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| FieldForceSmoke |
Field Force dynamics node |
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| TurbulentSmoke |
Wind Force dynamics node |
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| HotSpot |
Smoke Object dynamics node |
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| SourceVorticlesAndCollision |
Smoke Object dynamics node |
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| DelayedSmokeHandoff |
Smoke Object dynamics node |
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| 2dfluid |
Smoke Object dynamics node |
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| TwoColourFire |
Smoke Object dynamics node |
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| RBDtoSmokeHandoff |
Smoke Object dynamics node |
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| rbdsmokesource |
Smoke Object dynamics node |
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| RestField |
Smoke Object dynamics node |