Houdini 21.0 Nodes Copernicus nodes

Pyro Block End Copernicus node

End of a Pyro simulation block.

On this page
Since 21.0

This node marks the end of a Pyro simulation block.

It should be paired with a Pyro Block Begin COP.

Note

Compiled COP networks don’t support simulation.

Parameters

Reset Simulation

Clears the entire simulation cache.

Start Frame

The frame on the Houdini playbar where the simulation starts.

Simulation

Correct Collisions

Zero out the density and temperature that are inside the collision SDF, avoiding any leaking of smoke.

Output Velocity Corrected by Timescale

The output velocity VDB v will be scaled by timescale, ensuring it will motion blur correctly. However, if this is to be used by another simulation, you may want the raw velocity values.

Output Velocity Corrected by Ambient

The output velocity VDB v will be adjusted by ambient velocity, ensuring it will motion blur correctly. However, if this is to be used by another simulation, you may want the raw velocity values.

Ambient Velocity

A global ambient velocity that the simulation operates within. All the fields will advect with this velocity, allowing it to provide a global wind effect that can be directly keyframed. However, the actual velocity VDB doesn’t contain this.

Time Scale

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.

Substeps

Each frame is broken into a series of substeps. This can give more accurate results for fast moving simulations, but at the cost of increased time.

Live Simulation

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.

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.

Cache Simulation

Cache Simulation

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

How many frames behind the current frame to keep cached.

Checkpoint Rate

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 turn off checkpointing.

Pressure Projection

Iterations

The projection process is repeated this number of times. Increased iterations takes longer, but will produce a more accurate result. It will also increase the faithfulness of the collision operation.

Voxel Kernel Size

Size of the kernel to apply at the voxel size. Larger will be higher quality but at a rapidly increasing cost in time.

Double Voxel Pass

Apply two voxel kernel passes before performing a block pass.

Block Pass

Enable the block pass. In this pass, divergence is reduced to dipoles in large blocks, allowing action at distance without having to increase the voxel kernel size.

Block Kernel Size

The size, in blocks, to accumulate the surrounding block’s dipoles when updating a voxel. Larger will be higher quality but at a rapidly increasing cost in time.

Feather Blocks

Reduce the strength of the block correction over the farthest blocks. This avoids sharp transitions in the corrected velocity if there are strong impulses, but will require more iterations or time to correct divergence fully.

Point Pass

Combine the block dipoles into an even coarser set of points. These are then applied to every voxel. This ensures global effect of divergence in a single pass.

Hourglass Filter

Projecting using corner-sampled divergences can miss certain modes of the velocity. The hourglass filter applies a smoothing operation to ensure these are correctly filtered; this can reduce jaggy artifacts.

Inputs

density

A Float VDB of the current voxel densities, fedback to the input.

v

A Vector VDB of the current voxel velocities. This is projected to a non-divergent values and fedback to the input.

temperature

A Float VDB of the current voxel temperatures, fedback to the input.

feedback

A Cable of the current feedback data. This is fedback to the input. The structure of this cable must match the initial structure provided on the block begin.

divergence

An optional Float VDB providing a goal divergence for the velocity, allowing the fluid to expand or contract.

collision

An optional Float VDB providing a signed distance field (SDF) of a collider. Negative voxels will act like colliders.

collisionv

An optional Vector VDB providing a velocity of the collision objects. These are in world space, so will be internally adjusted by Ambient Velocity.

Outputs

density

A Float VDB of the current voxel densities.

v

A Vector VDB of the current voxel velocities. This may have been optional adjusted by timescale and ambient velocity.

temperature

A Float VDB of the current voxel temperatures.

feedback

A Cable of the current feedback data.

See also

Copernicus nodes