Position
particle node
Explicitly sets a particle’s position.
By default, Houdini moves particles automatically from frame to frame according to their velocity. This operator lets you position the particles directly.
The default movement will also be applied unless you turn the default movement rule off with a Suppress Rule POP.
You can use the current position variables ($TX, $TY, and $TZ) in an expression to make the new position relative to the current position.
For example, to move the particle by its velocity scaled by the Time Increment (since velocity is distance-per-second), use the following Vector expression:
vector3($TX, $TY, $TZ) + $TIMEINC * vector3($VX, $VY, $VZ)The position can be evaluated either in component form or as a vector.
This operator modifies: position (which is not actually a point attribute).
Parameters
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Activation |
Turns this node on and off. The operator is only active if this value is greater than 0. This is useful to control the effect of this node with an expression. |
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Source Group |
Only affect a group of points (created with, for example, a Group POP or Collision POP) out of all the points in the input. |
Apply Motion
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To all points |
Set the position of all particles. |
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To moving points |
Only set the position of particles which are currently in motion. Specifically, this excludes any stopped, stuck or dying particles. |
Position/Path/Reference
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Position |
Position the particle using coordinates. |
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Path |
Position the particle along a path . |
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Reference |
Position the particle in the local space of an object. |
Param
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Position |
Position of the particle. |
Path
Use the parameters on this tab to position the particle at a point along an existing path.
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Geometry Source |
Specifies the SOP to use.
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SOP |
Path to the SOP (when Geometry source is set to Use Parameter Values). |
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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. |
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Position |
Position along the path. 0 is the starting point and 1 is the ending point. A value higher than 1 wraps around (according to the End option parameter below), allowing multiple trips along the path. |
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End Option |
Choose whether to restart at the beginning or reverse direction when the value of Position parameter goes past the end of the path.
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Reference
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Object |
Path to the reference object. |
Local variables
Standard POP local variables
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AGE |
The seconds a particle in the template has been alive. |
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AX AY AZ |
Acceleration of the particle. |
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BBX BBY BBZ |
The point’s relative position in the bounding box. |
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DEAD |
Point is dead. |
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ITER |
Processing iteration number. |
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JUSTHIT |
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. |
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LIFE |
Percent of total life used (from 0 to 1). |
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LIFESPAN |
Expected lifetime of particle. |
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MAPU MAPV MAPW |
Point or vertex texture coordinates. |
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NPT |
Total number of points. |
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NGRP |
Total number of points in source group. |
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NX NY NZ |
Normal vector. |
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PT |
The point number of the currently processed point. The |
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RESTX RESTY RESTZ |
The rest position. |
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SLIDING |
The sliding state of the particle. |
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SPRINGK |
Elasticity of a point. |
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STOPPED |
Point is stopped. |
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STUCK |
1 if particle is stuck to a collision object. |
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TENSION |
Spring tension. |
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TIMEINC |
Time increment. |
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TX TY TZ |
Point position. |
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U V |
Surface UV values. |
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VX VY VZ |
Velocity direction. |
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WEIGHT |
Point spline weight. |
Added by Collision POP/Limit POP
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DIST |
Distance from particle to last collision. |
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HCR HCG HCB |
Diffuse color at the collision point on the surface the particle collided with. |
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HITID |
ID for last collision. You can control how this attribute is set in the Collision or Limit POP to help distinguish types of collisions. |
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HITTIME |
The time at which the last collision occurred. |
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HMAPU HMAPV |
The texture map UV coordinates for the surface location where the last collision occurred. |
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HNX HNY HNZ |
The normal at the surface location where the last collision occurred. |
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HTX HTY HTZ |
World space position of the last collision. |
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HU HV |
The UV coordinates for the surface location where the last collision occurred. |
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NUMHIT |
Number of times the particle has collided. |
Added by Color POP
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CA |
Point or vertex alpha value. |
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CR CG CB |
Diffuse point or vertex color. |
Added by Property POP
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ATTRACT |
Attractor point. |
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CHARGE |
Charge of the particle. |
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CLING |
Point is clinging to geometry. |
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DRAG |
Point drag. |
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FOLLOW |
Leader to follow. |
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MASS |
Point mass. |
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PSCALE |
Particle Scale. |
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SCALEX SCALEY SCALEZ |
Non-uniform scale. |
Added by Proximity POP
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NEAREST |
Either the point number or id of the particle nearest to this one. |
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NEARESTDIST |
The distance to the nearest particle. |
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NUMPROXIMITY |
The number of particles within a specified proximity to this particle. |
Added by Rotation POP
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ROTA |
Rotation angle. |
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ROTX ROTY ROTZ |
Rotation axis. |
Added by Source POP
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GEN |
Generation. |
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ID |
ID number, which always remains constant. |
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ORIGIN |
Original Source point was birthed from. |
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PARENT |
Parent’s ID Number. |
Added by Speed Limit POP
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SPEEDMAX |
Maximum speed. |
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SPEEDMIN |
Minimum speed. |
Added by Sprite POP
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SROT |
Sprite rotation around view axis (in degrees). |
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STEXU STEXV |
Texture coordinate of sprite’s lower-left corner. |
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STEXW STEXH |
Size of sprite in texture space. |
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SX SY |
Sprite scale. |
Controlled by Suppress Rule POP
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SUPPPOS |
Suppress default position rule. |
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SUPPVEL |
Suppress default velocity rule. |
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SUPPUP |
Suppress default up-vector rule. |
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SUPPAGE |
Suppress default aging rule. |
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SUPPROT |
1 if particle is suppressing its default rotation rule. |
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SUPPANGVEL |
1 if particle is suppressing its default angular velocity rule. |
Added by Up Vector POP
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PVX PVY PVZ |
Previous velocity. |
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UPX UPY UPZ |
Up vector. |
Added by Location, Source, Softbody, Split POPs
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SPEED |
Absolute speed of particle. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| BounceSplit |
Collision particle node |
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| OrbitAlternate |
Orbit particle node |
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| NewGroupies |
Follow particle node |
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| Lemmings |
Follow particle node |
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| FlockOnPath |
Follow particle node |
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| NewGroupiesRavage |
Follow particle node |