# POP Solver 2.0dynamics node

A POP solver updates particles according to their velocities and forces.

 Since 13

The POP Solver is a solver designed to update particles for one timestep. It is intended that its green inputs have POP microsolvers wired into them to control the particles and accumulate forces.

It integrates using the following forces:

`targetv`, `airresist`

This pair describes a local drag frame for each particle.

`force`

Specifies a magnitude of force affecting each particle.

`targetw`, `spinresist`

This pair describes a spin-drag frame. `targetw` is in world space.

`torque`

Specifies the world-space torque to apply to the particle.

## Substeps ¶

Time Scale

An overall scale applied to the actual timestep. This parameter can be animated.

Min Substeps

The POP solver will always enforce this minimum number of substeps.

This should rarely need to be changed.

Max Substeps

The POP solver will not break the simulation down to more substeps than this value.

CFL Condition

CFL Condition is a factor used to automatically determine the substep size that the scene requires. The idea is to control the distance that a particle can travel in a given substep.

For example, when CFL Condition is set to `0.5`, the solver will set the length of each substep such that no particle travels more than 50% of the size of the smallest particle in a substep.

Quantize to Max Substeps

When turned on, use substeps that divide up the frame by Max Substeps so that the time always lands on a multiple of 1/Max Substeps.

For example, if Max Substeps is set to 4, but the CFL Condition only requires 3 substeps, the solver will divide up the frame into 3 substeps, with the substeps located at multiples of 1/Max Substeps. One combination of the substep lengths could be 0.25, 0.5, and 0.25, with the frame divided up from 0-0.25, 0.25-0.75, and 0.75-1. The solver also takes into account the current state of the particles (particle size and velocity) when dividing the frame into substeps.

This option can be useful for re-using input geometry that has been cached to file at increments of 1/Max Substeps. For example, if your geometry is cached on disk at 4 substeps per frame, then you may want your simulation’s substeps to always land on a multiple of 0.25 so that you don’t have to interpolate the geometry.

## Update ¶

Use Implicit Drag

The drag described by `targetv` and `airresist` can be turned into an explicit force. This will result in particles not coming to a stop, but instead bouncing around the desired dragged location. Alternatively, you can turn on implicit drag and a more accurate damping will be done that stops the particles.

This will also affect how `targetw` and `spinresist` are integrated.

Drag Exponent

The force of drag will be proportional to the difference between the target velocity and the particles velocity. This difference can be linear (drag exponent of 1) or quadratic (drag exponent of 2) or something in between.

A value of two is a more realistic drag model which more quickly slows down extreme velocity differences and has less of an effect on small velocity differences.

This affects the angular velocity drag as well.

Age Particles

The `age` attribute will be updated for each time step and the particles flagged for deletion if they exceed their `life` attribute.

External Forces

This controls whether external DOP forces will be added to the force model prior to integrating velocities.

Integrate Velocity

The `v` attribute will be updated according to `targetv`, `airresist`, and `force`. The `w` attribute will be updated by the `targetw`, `spinresist`, and `torque` if this is turned on.

Use Mass

Controls if the `mass` attribute will affect how forces are added to the velocity. If use mass is set, the forces will be divided by the mass to get the acceleration of each particle.

Integrate Positions

The particles will be moved according to their velocity. They will also be re-oriented according to their angular velocity.

Reap Particles

All particles with the `dead` attribute set to 1 will be deleted.

Reap At Frame End

Dead particles will be removed after all solving is complete. In this mode, you will not see any particles with a `dead` value of 1. Otherwise, they will be deleted before the Pre-solve. Leaving them in the geometry allows one to tween dying particles to their final location.

## Collision Behavior ¶

Enable Collision Detection

Determines if any collision detection is done at all by the POP Solver. If mixing with another system, such as Bullet, you may wish to still use some of the integration options of the POP Solver (such as force) without including the collision component.

If you wish to do more than just bounce off other DOP collision objects, you can add hit attributes to inspect how the bounce occurred, and perform secondary animations using the result.

The `hitnum` attribute is often most useful to detect if particles just collided. You can either directly apply additional rules here, or use the POP Collision Behavior to layer more effects on top.

Group to Affect

While attributes are added to all particles that collide, the following collision behaviors will only apply to the particles in this group. For example, if you wish particles to die after their first bounce, use `@hittotal>1`.

Create Group

All particles that just hit, ie, `@hitnum>0`, will be added to this group.

Preserve Group

If the group isn’t preserved, it is cleared out first so the only particles in the group will be those that just hit. If it is preserved, the group will accumulate all particles that ever hit.

Color Hits

Particles that are just hit will have their `Cd` attribute set to this value. This is useful for quick visualization of hits.

Compute Hit Total

Adds to the integer `hittotal` attribute any hits that occurred due to this collision detection.

Move to Hit

Often if you want to trigger an effect off a particle’s collision, such as birthing more particles, you want the particle at its hit location, not where it ended up at the end of the frame. This will move the particle back to its hit location. This consists of `@P = v@hitpos;`.

Response

Controls what happens to particles that collide.

Unchanged

Particles will continue to behave as they are already defined. This will usually cause them to bounce.

Die

Particles that hit will set the `dead` attribute to 1, causing them to be deleted during the reaping pass.

Stop

This sets the `stopped` attribute to 1. Particles that stop will no longer integrate their velocity, position, orientation, or angular velocity. They can still be moved directly. For example, by the Look At POP in instantaneous mode.

These particles will no longer collide.

Stick

Particles that hit will have the `stuck` attribute set to 1. The `pospath`, `posprim`, and `posuv` attributes will be setup to point to the hit location, causing the integrator to keep moving the particles to their stuck location every frame. Usually you also want to turn on Move to Hit with this.

Slide

Particles that hit will have the `sliding` attribute set to 1. The `pospath`, `posprim`, and `posuv` attributes will be setup to point to the hit location, causing the integrator to try to slide the particles along the surface.

Enables the addition of Impact data onto the particles. Normally these are not added to save memory, and particle collision attributes are more easily created by turning on the Add Hit Attributes parameter.

Enable Collision Feedback

Enables the addition of Feedback impacts onto colliding objects, which are required for two-way interaction.

## Sleeping ¶

Enable Auto Sleep

When turned on, particles that remain near-stationary for a sufficient time will be put to sleep by setting their `stopped` attribute to `1`.

Start Asleep

On the first frame, all particles will be marked asleep.

Velocity Threshold

How slowly particles need to be moving before they are eligible for sleeping. The amount of time they remain below this speed is accumulated in the `deactivation_time` attribute. If they exceed this speed, the `deactivation_time` is reset to zero.

Sleep Delay

How many seconds particles need to remain at or below the velocity threshold before they are put to sleep. See the POP Awaken for methods to wake the particles back up again.

Sleeping Color

Particles that are asleep will be colored this color.

## Bindings ¶

Geometry

The name of the simulation data to apply the POP node to. This commonly is Geometry, but POP Networks can be designed to apply to different geometry if desired.

Evaluation Node Path

For nodes with local expressions, this controls where `ch()` style expressions in VEX are evaluated with respect to. By making this `.`, you can ensure relative references work. It is important to promote this if you are embedding a node inside an HDA if you are also exporting the local expressions.

## Distribution ¶

What machine will run the simtracker.py process for synchronization. If this is blank, there will be no attempt at synchronization or data transfer.

Tracker Port

The port specified when starting the simtracker.py process for communication.

Job Name

The job name to describe this synchronization or data exchange event. By using different job names one can have machines part of separate data-exchange and synchronization events.

Slice/Peer

The slice number that this machine should report itself as. Each machine connecting under the job name should have its own unique slice number. Sometimes this can be inferred from the operation so this parameter will be absent.

Number of Slice/Number of Peers

Total number of machines that have to synchronize. Sometimes this can be determined from the operation, so this parameter will be absent.

# Dynamics nodes

• Marks a simulation object as active or passive.

• Creates affector relationships between groups of objects.

• Blends between a set of animation clips based on the agent’s turn rate.

• Layers additional animation clips onto an agent.

• Defines a target that an agent can turn its head to look at.

• Adjusts the agent’s skeleton to look at a target.

• Adapts the legs of an agent to conform to terrain and prevent the feet from sliding.

• Project the agent/particle points onto the terrain

• Defines an orientation that aligns an axis in object space with a second axis defined by the relative locations of two positional anchors.

• Defines multiple points, specified by their number or group, on the given geometry of a simulation object.

• Defines orientations based on multiple points on the given geometry of a simulation object.

• Defines a position by looking at the position of a point on the geometry of a simulation object.

• Defines an orientation by looking at a point on the geometry of a simulation object.

• Defines a position by looking at the position of a point on the geometry of a simulation object.

• Defines an orientation by looking at a point on the geometry of a simulation object.

• Defines a position by looking at the position of a particular UV coordinate location on a primitive.

• Defines a position by specifying a position in the space of some simulation object.

• Defines an orientation by specifying a rotation in the space of some simulation object.

• Defines multiple attachment points on a polygonal surface of an object.

• Defines a position by specifying a position in world space.

• Defines an orientation by specifying a rotation in world space.

• Attaches data to simulation objects or other data.

• Creates relationships between simulation objects.

• Attaches the appropriate data for Bullet Objects to an object.

• Sets and configures an Bullet Dynamics solver.

• Applies a uniform force to objects submerged in a fluid.

• Attaches the appropriate data for Cloth Objects to an object.

• Defines the mass properties.

• Defines the physical material for a deformable surface.

• Defines the internal cloth forces.

• Creates a Cloth Object from SOP Geometry.

• Defines the plasticity properties.

• Constrains part of the boundary of a cloth object to the boundary of another cloth object.

• Defines how cloth uses target.

• Defines a way of resolving collisions involving a cloth object and DOPs objects with volumetric representations (RBD Objects, ground planes, etc.)

• Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.

• Constrains pairs of RBD objects together according to a polygon network.

• Defines a set of constraints based on geometry.

• Visualizes the constraints defined by constraint network geometry.

• Creates multiple copies of the input data.

• Sets and configures a Copy Data Solver.

• Mimics the information set by the Copy Object DOP.

• Defines a Crowd Fuzzy Logic

• Creates a crowd object with required agent attributes to be used in the crowd simulation.

• Updates agents according to their steer forces and animation clips.

• Defines a Crowd State

• Defines a transition between crowd states.

• Defines a Crowd Trigger

• Combines multiple crowd triggers to build a more complex trigger.

• Adds a data only once to an object, regardless of number of wires.

• Deletes both objects and data according to patterns.

• Applies force and torque to objects that resists their current direction of motion.

• Defines how the surrounding medium affects a soft body object.

• Controls Embedded Geometry that can be deformed along with the simulated geometry in a finite element simulation.

• Creates an Empty Data for holding custom information.

• Creates an Empty Object.

• Constrains a set of points on the surface of one FEM object to a set of points on the surface on another FEM object or a static object.

• Constrains points of a solid object or a hybrid object to points of another DOP object.

• Creates an FEM Hybrid Object from SOP Geometry.

• Constrains regions of a solid object or a hybrid object to another solid or hybrid object.

• Make a set of points on the surface of an FEM Object slide against the surface of another FEM Object or a Static Object.

• Creates a simulated FEM solid from geometry.

• Sets and configures a Finite Element solver.

• Constrains an FEM object to a target trajectory using a hard constraint or soft constraint.

• Attaches the appropriate data for Particle Fluid Objects to become a FLIP based fluid.

• Evolves an object as a FLIP fluid object.

• Applies forces on the objects as if a cone-shaped fan were acting on them.

• Fetches a piece of data from a simulation object.

• Applies forces to an object using some piece of geometry as a vector field.

• Creates a vortex filament object from SOP Geometry.

• Evolves vortex filament geometry over time.

• Imports vortex filaments from a SOP network.

• Saves and loads simulation objects to external files.

• Allows a finite-element object to generate optional output attributes.

• Attaches the appropriate data for Fluid Objects to an object.

• Applies forces to resist the current motion of soft body objects relative to a fluid.

• Attaches the appropriate data for Fluid Objects to an object.

• A solver for Sign Distance Field (SDF) liquid simulations.

• A microsolver that applies viscosity to a velocity field using an adaptive grid.

• A microsolver that advects fields and geometry by a velocity field.

• A microsolver that advects fields by a velocity field using OpenCL acceleration.

• A microsolver that advects fields by a velocity field.

• A microsolver that computes analytic property of fields.

• A microsolver that swaps geometry attributes.

• A microsolver that applies a force around an axis to a velocity field.

• A microsolver that blends the density of two fields.

• A microsolver that blurs fields.

• A microsolver that determines the collision field between the fluid field and any affector objects.

• A microsolver that builds a collision field for fluid simulations from instanced pieces.

• A microsolver that builds a mask out of positive areas of the source fields.

• A microsolver that builds a mask for each voxel to show the presence or absence of relationships between objects.

• A microsolver that calculates an adhoc buoyancy force and updates a velocity field.

• A microsolver that performs general calculations on a pair of fields.

• A microsolver that detects collisions between particles and geometry.

• A microsolver that applies a combustion model to the simulation.

• A microsolver that clips an SDF field with a convex hull.

• A microsolver that adjusts an SDF according to surface markers.

• A microsolver that computes the cross product of two vector fields.

• A DOP node that creates forces generated from a curve.

• A microsolver that scales down velocity, damping motion.

• A microsolver that diffuses a field or point attribute.

• A microsolver that dissipates a field.

• Adds fine detail to a smoke simulation by applying disturbance forces to a velocity field.

• A microsolver that runs once for each matching data.

• A microsolver that embeds one fluid inside another.

• A microsolver that enforces boundary conditions on a field.

• A microsolver that equalizes the density of two fields.

• A microsolver that equalizes the volume of two fields.

• A microsolver that emits a DOP error.

• A microsolver that evaluates the external DOPs forces for each point in a velocity field and updates the velocity field accordingly.

• A microsolver that extrapolates a field’s value along an SDF.

• A microsolver that creates a feathered mask out of a field.

• A microsolver that calculates and applies feedback forces to collision geometry.

• A data node that fetches the fields needed to embed one fluid in another.

• Runs CVEX on a set of fields.

• Runs CVEX on a set of fields.

• A microsolver that copies the values of a field into a point attribute on geometry.

• Filters spurious divergent modes that may survive pressure projection on a center-sampled velocity field.

• A microsolver that defragments geometry.

• A microsolver that creates a signed distance field out of geometry.

• A micro solver that transfers meta data on simulation objects to and from geometry attributes.

• Blends a set of SOP volumes into a set of new collision fields for the creation of a guided simulation.

• A microsolver that copies Impact data onto point attributes.

• Integrates the shallow water equations.

• A microsolver that applies forces to a particle fluid system.

• A microsolver that repeatedly solves its inputs at different rates.

• A microsolver that solves its subsolvers at a regular interval.

• A microsolver that clamps a field within certain values.

• A microsolver that keeps particles within a box.

• A microsolver that combines multiple fields or attributes together.

• A microsolver that adaptively sharpens a field.

• A microsolver that looksup field values according to a position field.

• A microsolver that rebuilds fields to match in size and resolution to a reference field.

• A microsolver that arbitrary simulation data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• A microsolver that balances slices data between multiple machines.

• A microsolver that exchanges boundary data between multiple machines.

• Executes the provided kernel with the given parameters.

• Uses OpenCL to perform boundary enforcement for fluid fields.

• Uses OpenCL to import VDB data from source geometry into simulation fields.

• A microsolver that counts the number of particles in each voxel of a field.

• A microsolver that moves particles to lie along a certain isosurface of an SDF.

• A microsolver that separates adjacent particles by adjusting their point positions..

• A microsolver that copies a particle system’s point attribute into a field.

• A microsolver that converts a particle system into a signed distance field.

• A microsolver that removes the divergent components of a velocity field.

• A microsolver that removes the divergent components of a velocity field using an adaptive background grid to increase performance.

• A microsolver that removes the divergent components of a velocity field using a multi-grid method.

• A microsolver that removes the divergent components of a velocity field.

• A microsolver that reduces a field to a single constant field .

• A microsolver that reduces surrounding voxels to a single value.

• A microsolver that reinitializes a signed distance field while preserving the zero isocontour.

• A microsolver that repeatedly solves its input.

• A microsolver that resets fields outside of the stenciled region.

• A microsolver that changes the size of fields.

• A microsolver that resizes a fluid to match simulating fluid bounds

• A microsolver that initializes a rest field.

• A microsolver that converts an SDF field to a Fog field.

• A microsolver that computes the forces to treat the fluid simulation as sand rather than fluid.

• A microsolver that creates, deletes and reseeds particles. Tailored to be used in a fluid solver.

• A microsolver that seeds marker particles around the boundary of a surface.

• A microsolver that seeds particles uniformly inside a surface.

• Applies a Shredding Force to the velocity field specified.

• A microsolver that computes slice numbers into an index field.

• Adjusts a fluid velocity field to match collision velocities.

• A microsolver that calculates the forces imparted by a strain field.

• A microsolver that updates the strain field according to the current velocity field.

• A microsolver that substeps input microsolvers.

• A microsolver that snaps a surface onto a collision surface.

• A microsolver that calculates a surface tension force proportional to the curvature of the surface field.

• A microsolver that synchronizes transforms of simulation fields.

• A microsolver that applies a force towards a target object.

• Modifies the temperature of a FLIP over time.

• Applies Turbulence to the specified velocity field.

• Up-scales and/or modifies a smoke, fire, or liquid simulations.

• Scales fluid velocity based on the fluid’s current speed or a control field.

• A microsolver that reorients geometry according to motion of a velocity field.

• A microsolver that applies viscosity to a velocity field.

• A microsolver that seeds flip particles into a new volume region.

• Remaps a field according to a ramp.

• Applies a confinement force on specific bands of sampled energy.

• Applies a vortex confinement force to a velocity field.

• Applies a confinement force on specific bands of sampled energy.

• A microsolver that applies forces to a velocity field or geometry according to vorticle geometry.

• A DOP node that adds the appropriately formatted data to represent vorticles.

• A DOP node that recycles vorticles by moving them to the opposite side of the fluid box when they leave.

• A microsolver that performs a wavelet decomposition of a field.

• A microsolver that applies a wind force.

• Runs CVEX on geometry attributes.

• Runs a VEX snippet to modify attribute values.

• Applies a gravity-like force to objects.

• Creates a ground plane suitable for RBD or cloth simulations.

• Creates simulation object groups.

• Defines a constraint relationship that must always be satisfied.

• Attaches the appropriate data for Hybrid Objects to an object.

• Stores filtered information about impacts on an RBD object. The shelf tool has no effect in the viewport, it just sets up nodes in the network to record the impact data.

• Applies an impulse to an object.

• Creates an index field.

• Visualizes an index field.

• Creates DOP Objects according to instance attributes

• Marks a simulation object as intangible or tangible.

• Stores the name of the scene level object source for this DOP object.

• Apply forces on objects using a force field defined by metaballs.

• Creates a matrix field.

• Visualizes a matrix field.

• Merges multiple streams of objects or data into a single stream.

• Modifies or creates options on arbitrary data.

• Defines an object’s position, orientation, linear velocity, and angular velocity.

• Unified visualization of multiple fields.

• A DOP that transfers arbitrary simulation data between multiple machines.

• Does nothing.

• Creates position information from an object’s transform.

• Uses vortex filaments to move particles.

• A POP node that uses velocity volumes to move particles.

• A POP node that attracts particles to positions and geometry.

• The POP equivalent of the Attribute Blur SOP.

• A POP node that copies volume values into a particle attribute.

• A POP node that resets the stopped attribute on particles, waking them up.

• A POP node that applies a force around an axis.

• A POP node that reacts to collisions.

• A POP node that detects and reacts to collisions.

• A POP node marks particles to ignore implicit collisions.

• A POP node that colors particles.

• A POP node that creates forces generated from a curve.

• A POP node that applies drag to particles.

• A POP node that applies drag to the spin of particles.

• A POP node that applies a conical fan wind to particles.

• A POP node that creates a simple fireworks system.

• A POP node that floats particles on the surface of a liquid simulation.

• A POP node that applies a flocking algorithm to particles.

• Controls local density by applying forces between nearby particles.

• A POP node that applies forces to particles.

• A POP node that applies sand grain interaction to particles.

• A POP node that groups particles.

• Compute hair separation force using a VDB volume approach.

• A POP node that sets up the instancepath for particles.

• A POP node that applies forces between particles.

• A POP node that kills particles.

• A POP node that limits particles.

• A POP node that applies forces within the particle’s frame.

• A POP solver that generates particles at a point.

• A POP node makes a particle look at a point.

• A POP node that creates a mask based on whether particles are occluded by geometry.

• A POP node that applies forces according to metaballs.

• Converts a regular particle system into a dynamic object capable of interacting correctly with other objects in the DOP environment.

• A POP node that sets various common attributes on particles.

• A POP node that sets attributes based on nearby particles.

• A POP Node that generates particles from incoming particles.

• A POP node that creates a spongy boundary.

• A POP solver updates particles according to their velocities and forces.

• A POP node that generates particles from geometry.

• A POP node that sets the speed limits for particles.

• A POP node that sets the spin of particles..

• A POP node that uses the vorticity of velocity volumes to spin particles.

• A POP node that sets the sprite display for particles.

• Applies force to agents/particles to align them with neighbors.

• Applies anticipatory avoidance force to agents/particles to avoid potential future collisions with other agents/particles.

• Applies forces to agents/particles to bring them closer to their neighbors.

• Applies forces to agents/particles calulated using a VOP network.

• Applies force to agents/particles to avoid potential collisions with static objects.

• Applies force to agents/particles according to directions from a path curve.

• Applies force to agents/particles to move them toward a target position.

• Apply force to agents/particles to move them apart from each other.

• Used internally in the crowd solver to integrate steering forces.

• Constrains agent velocity to only go in a direction within a certain angle range of its current heading, to prevent agents from floating backward.

• Apply forces to agents/particles to create a random motion.

• A POP node that creates a new stream of particles.

• A POP node that applies torque to particles, causing them to spin.

• Runs CVEX on a particle system.

• A POP node that directly changes the velocity of particles.

• A POP node that applies wind to particles.

• Applies a wind shadow to particles

• Runs a VEX snippet to modify particles.

• Solves a Smoothed Particle Hydrodynamics (SPH) density constraint for fluid particles using OpenCL.

• A microsolver for particle fluid forces

• Visualizes particles.

• Creates simulation object groups based on an expression.

• Defines the base physical parameters of DOP objects.

• Applies a force to an object from a particular location in space.

• Creates position information from a point on some SOP geometry.

• Associates a position and orientation to an object.

• Sets and configures a Pyro solver. This solver can be used to create both fire and smoke.

• Performs a sparse pyro simulation on the given object. This solver can be used to create both fire and smoke.

• Constrains an RBD object to a certain orientation.

• Constrains an RBD object to have a certain orientation, but with a set amount of springiness.

• Automatically freezes RBD Objects that have come to rest

• Attaches the appropriate data for RBD Objects to an object.

• Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry name attributes.

• Guide Bullet Packed Primitives.

• Constrains an object to two constraints, creating a rotation similar to a hinge or a trapeze bar.

• Creates an RBD Object from SOP Geometry.

• Creates a single DOP object from SOP Geometry that represents a number of RBD Objects.

• Constrains an RBD object a certain distance from the constraint.

• Creates a simulation object at each point of some source geometry, similarly to how the Copy surface node copies geometry onto points.

• Sets and configures a Rigid Body Dynamics solver.

• Constrains an object to remain a certain distance from the constraint, with a set amount of springiness.

• Alters the state information for an RBD Object.

• Serves as the end-point of the simulation network. Has controls for writing out sim files.

• Saves the state of a DOP network simulation into files.

• Saves the state of a DOP network simulation into files.

• Applies forces to an object according to the difference between two reference frames.

• Sets and configures a Rigid Body Dynamics solver.

• Attaches the appropriate data for Ripple Objects to an object.

• Creates an object from existing geometry that will be deformed with the ripple solver.

• Animates wave propagation across Ripple Objects.

• Creates a signed distance field representation of a piece of geometry that can be used for collision detection.

• A microsolver that performs general calculations on a pair consisting of a DOP field and a SOP volume/VDB.

• Creates a scalar field from a SOP Volume.

• Creates a vector field from a SOP Volume Primitive.

• Creates a scalar field.

• Visualizes a scalar field.

• Defines the internal seam angle.

• Defines the mass density of a Cloth Object.

• Divides a particle system uniformly into multiple slices along a line.

• Specifies a cutting plane to divide a particle system into two slices for distributed simulations.

• Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis.

• Attaches the appropriate data for Smoke Objects to an object.

• Creates an Smoke Object from SOP Geometry.

• Creates an empty smoke object for a pyro simulation.

• Sets and configures a Smoke solver. This is a slightly lower-level solver that is the basis for the Pyro solver.

• Performs a sparse smoke simulation on the given object. This is a slightly lower-level solver that is the basis for the sparse pyro solver.

• Constrains a set of points on a soft body object to a certain position using a hard constraint or soft constraint.

• Constrains a point on a soft body object to a certain position.

• Constrains a point on a soft body to a certain position, with a set amount of springiness.

• Defines how a soft body object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Defines how a Soft Body Object responds to collisions.

• Allows the user to import the rest state from a SOP node.

• Sets and configures a Soft Body solver.

• Defines the strengths of the soft constraint on a soft body object.

• Controls the anisotropic behavior of a Solid Object.

• Attaches the appropriate data for Solid Objects to an object.

• Defines the mass density of a Solid Object.

• Defines how a Solid Object reacts to strain and change of volume.

• This builds a tree of spheres producing bounding information for an edge cloud.

• This builds a tree of spheres producing bounding information for a point cloud.

• Splits an incoming object stream into as many as four output streams.

• Creates a Static Object from SOP Geometry.

• Allows you to inspect the behavior of a static object in the viewport.

• Control the thickness of the object that collides with cloth.

• Passes one of the input object or data streams to the output.

• Creates a Terrain Object from SOP Geometry.

• Defines a way of resolving collisions between two rigid bodies.

• Applies a uniform force and torque to objects.

• Applies forces on the objects according to a VOP network.

• Creates a vector field.

• Visualizes a vector field.

• Modifies common Vellum constraint properties during a Vellum solve.

• Microsolver to create Vellum constraints during a simulation.

• Creates a DOP Object for use with the Vellum Solver.

• Blends the current rest values of constraints with a rest state calculated from the current simulation or external geometry.

• Sets and configures a Vellum solver.

• A Vellum node that creates Vellum patches.

• Applies an impulse to an object.

• A microsolver to create soft references to visualizers on itself.

• Uses instance points to source packed source sets into DOP fields.

• Imports SOP source geometry into smoke, pyro, and FLIP simulations.

• Defines a way of resolving collisions involving two rigid bodies with volume.

• Attaches the appropriate data to make an object fractureable by the Voronoi Fracture Solver

• Defines the parameters for dynamic fracturing using the Voronoi Fracture Solver

• Dynamically fractures objects based on data from the Voronoi Fracture Configure Object DOP

• Applies a vortex-like force on objects, causing them to orbit about an axis along a circular path.

• Creates a Whitewater Object that holds data for a whitewater simulation.

• Sets and configures a Whitewater Solver.

• Applies forces to resist the current motion of objects relative to a turbulent wind.

• Constrains a wire point’s orientation to a certain direction.

• Constrains a wire point’s orientation to a certain direction, with a set amount of springiness.

• Attaches the appropriate data for Wire Objects to an object.

• Defines the elasticity of a wire object.

• Constraints a wire point to a certain position and direction.

• Creates a Wire Object from SOP Geometry.

• Defines the physical parameters of a wire object.

• Defines the plasticity of a wire object.

• Sets and configures a Wire solver.

• Defines a way of resolving collisions involving a wire object and DOPs objects with volumetric representations.

• Defines a way of resolving collisions between two wires.