Houdini 22.0 Nodes Copernicus nodes

Block End Copernicus node

End of a block, declaring its outputs.

This node is the end of a block. You can use blocks to encapsulate a function that can be executed either inline by plugging inputs into the Block Begin COP or externally by using the Invoke Block COP. Slap comp programs are also authored using blocks.

You can define outputs of the block on this node, control how the block is executed in the network, and advertise the block as a candidate for viewport slap comp.

Note

When Live Simulation is on, the Start Frame, Cached Frames, and Checkpoint Rate parameters no longer apply.

Parameters

Simulate

Turns on simulation so block outputs feed directly back into the inputs, which creates a feedback loop. This is useful for complex motion and simulations.

Reset Simulation

When Simulate is on, this clears the entire simulation cache.

Live Simulation

When Simulate is on, this turns on live simulation to provide an interactive, non-deterministic simulation mode. It simulates independent of the playbar and isn’t associated with any keyframes or caching.

This parameter (and its associated parameters) is intended as a sandbox mode where you don’t have to rely on the playbar.

Tip

Live Simulation doesn’t save the results like other simulation types in Houdini, so use a Stash COP to save results.

Time Scale

When Simulate is on, this is the amount to scale the time inside the block. A value of 1 maintains the normal speed, a value greater than 1 speeds up the simulation, and a value less than 1 slows down the simulation.

Start Frame

When Simulate is on, this is the frame on the Houdini playbar where the simulation starts.

Cache Simulation

When Simulate is on, this enables the caching of the simulation. If the simulation is uncached, it will always have to cook from the start frame on any new frame.

Cached Frames

When Simulate is on, this is how many frames behind the current frame to keep cached.

Checkpoint Rate

When Simulate is on, this is the rate at which the node continually caches a single frame.

For example, set this to 24 to cache frames 24, 48, 72, and such. This allows random-scrubbing to be faster as it only has to re-cook from the checkpoint frame.

Set to 0 to disable checkpointing.

Toggle Live Simulation

When Live Simulation is on, this lets you pause and resume the live simulation.

Tip

You can also use the Live Simulation button to pause and resume live simulation. See Cooking controls for more information.

Live Tick

When Live Simulation is on, this is the current tick (frame) within the live simulation.

Iterations

How many iterations of the block to run per frame.

For example, if you set this to 40 it runs the internals of the block 40 times for each generated frame. This means that by frame 10 it’s run 400 iterations but only produced 10 frames.

Iteration Variable

The name of the context option that stores the current iteration, which starts at 0 and counts up to one less than the Iterations amount. Use the contextoption expression function to access this value inside the block.

Total Iterations Variable

The name of the context option that stores the total number of iterations this block is set to run for, which is equal to the Iterations amount. Use the contextoption expression function to access this value inside the block.

First Pass Variable

The name of the context option that identifies the first pass in the block. This is equal to 1 on the first iteration of a simple loop or the first substep of a simulation, otherwise it evaluates to 0. Use the contextoption expression function to read this variable’s value.

Enable Compiling

Compiles the block when its outputs need to be cooked. This is more efficient, but doesn’t save out any of the intermediate results within the block.

Note

Compiled COP networks don’t support simulation.

Register as Slap Comp Block

Makes this block available to use for slap comp in the Solaris viewport.

Import Cameras with Slap Comp Inputs

When Register as Slap Comp Block is on, this controls where the incoming layers are placed. When Import Cameras with Slap Comp Inputs is on, the layers come in with the view transform of the camera. When Import Cameras with Slap Comp Inputs is off, this places all layers at the origin, facing the Z axis.

Turn this parameter on if you plan to combine the render results with other objects in 3D space.

Add AOVs from Last Render

When Register as Slap Comp Block is on, this populates the block’s output list with AOVs from the last Solaris viewport render.

The Slap Comp Import COP also has this parameter to fill that node with the render’s AOVs and any Block Begin nodes plugged into it.

Rename Wires Using Output Labels

When this toggle is enabled, name of each output wire is set based on its respective port label. Otherwise, wire names are propagated from inputs. Turn this option on if you'd like to discard incoming wire names and harden new ones for the downstream network to use.

Block Outputs

The number of outputs for this block.

Output Name

The name of the output. This string identifies the output when using the Invoke Block COP to execute the block, or when the block is used for slap comp.

Output Type

The type of the output and the corresponding ports on the node.

See Data types for more information.

See also

Copernicus nodes