Houdini 21.0 MPM

MPM Configure Pancakes

On this page

There are several MPM Configure examples available through the tab menu. These are similar to shelf tools that put down networks of nodes for learning purposes. The MPM Configure Landslide example illustrates the use of the “viscous” Honey material type. It puts down a simple network of nodes to simulate a stack of pancakes that’s drizzled in syrup (honey) and then cut.

Important nodes

pancakes

This is the MPM Source that uses the Rubber material preset and Chunky behavior.

syrup

This is the MPM Source that uses the Honey material preset with Continuous emission, which starts to emit at frame 10. The default Viscosity is also reduced to make the syrup more runny.

cutter

This is the MPM Collider, which uses the Animated (Rigid) collider type. It allows for very precise interpolation of the collider by the solver, as it keeps only one VDB and interpolates between the transforms resulting in very accurate collisions and stickiness on the collider. The Voxel Size is refined to 0.0025 so that it can cut through the rubber material more accurately.

mpmcontainer

This is the MPM Container, which defines the resolution of the simulation using the Particle Separation parameter.

mpmsolver

This is the MPM Solver, which does the work of solving the scene. Assume Unchanging Material Properties is turned off because the syrup doesn’t start emitting until frame 10. This means that a different number of substeps may be needed than initially determined at frame 1 when the solver is only processing the pancakes. Turning this off allows the solver to reevaluate the Material Condition on every frame which keeps things stable.

pancake_mesh

This MPM Surface generates the polysoup representation of the material that is suitable for rendering. It is using the default Method of VDB from Particles along with some __Filtering___ to make the surface smooth. The pancakes are moved in space before surfacing to prevent them from being connected as a single mesh. The color Cd and name attributes are transferred to the mesh from the MPM particles. The third input uses the original model at rest to transfer UVs onto the dynamic mesh. The Adaptivity parameter has been set to 0 to prevent frame-to-frame flickering in the UVs.

syrup_mesh

This MPM Surface generates the polysoup representation of the material that is suitable for rendering. The surface is generated using the Neural Point Surface with the Neural Model set to Liquid. The Cd attribute is transferred to the mesh from the MPM particles.

Learning from this example

  • If you have the Emission Type set to Continuous on the MPM Source, make sure to turn on Global Substeps on the MPM Solver. Otherwise, your simulation could have stepping. Increasing Global Substeps will create a smoother emission stream.

MPM

Getting Started

MPM Configure Examples (shelf tools)

Next Steps

Post-processing

Reference

Advanced