Houdini 22.0 Nodes Copernicus nodes

Ripple Block Begin Copernicus node

Start of a Ripple simulation block.

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Since 22.0

Note

Although the Ripple solver is in COPs, you need DOP level permissions to use it. This means that it is not available in Houdini Core, but only in Houdini FX, Houdini Apprentice, Houdini Indie, and Houdini Education.

This node defines the start of a Ripple simulation block.

The Ripple block simulates ripples propagating across an image layer.

Operations that do not depend on previous frames should be placed before the block so they are only cooked once. Post-processing operations that do not need to be fed back into the simulation should be placed after the Ripple Block End.

The passthrough input can be used to bring additional data into the block, while the feedback input is used to carry values forward between frames.

Note

In Copernicus blocks, you can’t use Time Shifts when they require the inputs of the block to cook at different times. As a workaround, Time Pack the required frames before the Block Begin and wire them into the block as a cable. Each iteration of the block extracts only the required wire from the cable.

Parameters

Block Path

The path to the Ripple Block End COP that defines the end of this block. The Block End node must be at the same network level as this Block Begin node.

Inputs

height

The initial wave height values. These define the starting wave height above the rest value.

rest

The equilibrium value that the simulation returns to over time.

wavespeed

A mask controlling how fast waves propagate across the image layer. This is multiplied against the Wave Speed parameter on the Ripple Block End COP.

conservation

A mask indicating how much of the wave energy is conserved over time. This is multiplied against the Conservation parameter on the Ripple Block End COP.

spring

A mask controlling the strength of the restoring force that pulls values toward the rest state. This is multiplied against the Rest Spring parameter on the Ripple Block End COP.

feedback

A cable providing wires that are fed back into the next iteration of the solve. The cable structure must match the inputs on the Ripple Block End COP. This input is only read on the initial frame.

passthrough

An optional cable providing wires that are evaluated outside the simulation. These are read each frame and can be used to inject animated sources, but cannot depend on the results of the simulation.

adjacency

An optional cable providing adjacency data that should be computed outside of the simulation. Adjacency nodes can be used to allow pixels to traverse across UV seams (when usually they are on opposite sides of the UV map). These are read each frame, so they can’t depend on the results of the simulation. When you wire in this input, it automatically runs over adjacency.

Outputs

height

The wave height.

feedback

A cable of the extra data that has been fed back into this frame.

passthrough

A cable passing through the input, updated each frame from the source.

adjacency

An adjacency cable passing rasterized geometry through the input, updated each frame from the source.

See also

Copernicus nodes