Houdini 20.5 Dynamics

Waves and ripples

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Overview

Houdini has tools for simulating the propagation of waves and ripples across a surface. This can be useful for simulating, for example, an ocean surface.

The solver compares the “current” shape of the surface to a “rest” surface to determine which parts of the surface are “high” and “low”, then uses that information to simulate ripple propagation.

Waves cannot be concave, since the solver only displaces points on the surface “up” and “down”.

Tools

The Ripple Object DOP sets up a dynamics object for rippling. The Ripple Solver sets up a dynamics object to be solved.

The Ripple surface node deforms a grid to add concentric ripples. You can animate this node’s parameters to “fake” simple ripples, or use it to set up the initial conditions for a true dynamics ripple simulation.

The Waveform tool deforms a surface into a wave shape with a direction. The Ripple solver has specific code to propagate waves created with this tool.

How to

  1. Create a Grid.

  2. Apply the Ripple tool to deform the surface.

  3. In the network editor, go into the grid’s geometry object.

  4. Create a Null node branched off the initial Grid node and name it NULL_OUT.

  5. Create another Null node after the ripple node and name it RIPPLE_OUT.

  6. Go back up to the Scene level and use the tab menu to create a DOP network.

  7. Go into the DOP network and create a Ripple Object DOP. In the parameter editor, set Initial SOP Path to the path of the RIPPLE_OUT null (e.g. /obj/geo1/RIPPLE_OUT). Set Rest SOP Path to the path of the REST_OUT null (e.g. obj/geo1/REST_OUT).

  8. Create a Ripple Solver and connect the output of the Ripple Object node to the input of the Ripple Solver. Make sure the display flag is set on or after the solver node.

  9. Click Play to play the simulation.

Tips

While ripples are easiest to understand on a height field, use of these nodes is not restricted to grids. Ripples can propagate along a curve, through a 3d lattice of points, or even across a complicated triangular mesh.

Waves can rebound against edges. You can paint attributes to create areas of fast, slow, or no wave propagation.

Dynamics

Learning dynamics

Colliding objects

Simulation types

  • Pyro

    How to simulate smoke, fire, and explosions.

  • Fluids

    How to set up fluid and ocean simulations.

  • Oceans

    How to set up ocean and water surface simulations.

  • Grains

    How to simulate grainy materials (such as sand).

  • MPM

    How to simulate different types of solid materials (such as snow, soil, mud, concrete, metal, jello, rubber, water, honey, and sand).

  • Crowds

    How to create and simulate crowds of characters in Houdini.

  • Cloth

    Vellum uses a Position Based Dynamics approach to cloth, hair, grains, fluids, and softbody objects.

  • Finite Elements

    How to create and simulate deformable objects

  • Hair and Fur

    How to create, style, and add dynamics to hair and fur.

  • Particles

    How to create particle simulations.

  • Waves and ripples

  • Simulating ropes, wires, and other bendable objects

Next steps