Houdini 20.0 Nodes Dynamics nodes

POP Spin by Volumes dynamics node

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

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Since 13.5

The Spin by Volumes POP is designed to make it easy to add spin to a particle system from the vorticity of a fluid simulation. Often the fluid simulation will be simulated as a separate pass and the velocity fields read off disk. However, the particles can be live-linked to an existing simulation.

This operator modifies the torque, w, targetw, spinresist, and orient attributes.

Parameters

Activation

Turns this node on and off. The node is only active if this value is greater than 0. This is useful to control the effect of this node with an expression.

Note

This is activation of the node as a whole. You can’t use this parameter to deactivate the node for certain particles.

Group

Only affect a group of points (created with, for example, a Group POP or Collision Detection POP) out of all the points in the current stream.

Parameters

Velocity Source

The source of the velocity volumes. The context geometry refer to the inputs of this DOP Network.

SOP

The SOP path which has three volumes to be interpreted as the x, y, and z components of the velocity field. These are often the result of importing a velocity field from a fluid simulation. You can directly link to a fluid simulation with something like /obj/AutoDopNetwork:smoke/vel.

DOP Object

The name of a DOP Object in the same simulation as this.

Field Name

The name of the velocity field in the DOP object.

Vorticity Scale

A uniform scale to apply to the vorticity of the velocity field before any of the spin applications.

Spin Type

There are several different ways to spin a particle system in response to vorticity from an external velocity field. They are broadly categorized as Torque, Angular Velocity, and Orientation updates.

Update Torque

Adjust the angular acceleration of the particles according to the torque scale, and the field vorticity. This acts like the Torque POP.

Update Angular Velocity

Directly change the angular velocity of the particles by blending in the field vorticity, causing them to swiftly match the velocity field.

Update Orientation

Directly update the particle orientations. This is useful as it allows the particles own angular velocity to be considered independently of the bulk fluid vorticity.

Treat as Wind

Rather than treating the computed torque as an amount of torque to add to the particle’s angular velocity, treat it as a wind speed to be matched by the particle. This causes the particle to spin up to the goal speed, avoiding overshoot.

Torque Scale

Scales the torque for torque update.

Spin Resistance

How strong of an influence to have on the spin of the particle. Higher values will cause it to match the goal angular velocity faster. This is also used to do a weighted average when competing winds are applied to the same particle.

Angular Velocity Blend

In Update Angular Velocity mode, the amount to mix the field vorticity into the particle angular velocity every timestep.

Angular Velocity Update

In Update Orientation mode the orientation of the particle is set directly from the field vorticity. The angular velocity is set according to this parameter:

No Change

The angular velocity is not updated.

Final Velocity

The angular velocity is set from the vorticity of the velocity field.

Note

The resulting angular velocity will be used by the particle integrator, so unless something special is done, this could result in double-rotating the particle.

Zero

The angular velocity is set to zero.

Guide

Show Guide

Controls if the guide geometry for this node should be shown.

Note

This can also be disabled by using the Hidden flag on the DOP Node.

Plane

What axis to extract from the volume.

Offset

Where the plane should be positioned inside the volume. This is a relative coordinate, with -1..1 being the total range, so 0 means the center of the volume.

Resolution

The resolution of the visualization relative to the source velocity field.

Scale

Scale the guide geometry by this amount.

Range

The speeds that correspond to the beginning and end of the visualization colors.

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.

Inputs

First Input

This optional input has two purposes.

First, if it is wired to other POP nodes, they will be executed prior to this node executing. The chain of nodes will be processed in a top-down manner.

Second, if the input chain has a stream generator (such as POP Location, POP Source, or POP Stream), this node will only operate on the particles in that stream.

Outputs

First Output

The output of this node should be wired into a solver chain.

Merge nodes can be used to combine multiple solver chains.

The final wiring should go into one of the purple inputs of a full-solver, such as POP Solver or FLIP Solver.

Locals

channelname

This DOP node defines a local variable for each channel and parameter on the Data Options page, with the same name as the channel. So for example, the node may have channels for Position (positionx, positiony, positionz) and a parameter for an object name (objectname).

Then there will also be local variables with the names positionx, positiony, positionz, and objectname. These variables will evaluate to the previous value for that parameter.

This previous value is always stored as part of the data attached to the object being processed. This is essentially a shortcut for a dopfield expression like:

dopfield($DOPNET, $OBJID, dataName, "Options", 0, channelname)

If the data does not already exist, then a value of zero or an empty string will be returned.

DATACT

This value is the simulation time (see variable ST) at which the current data was created. This value may not be the same as the current simulation time if this node is modifying existing data, rather than creating new data.

DATACF

This value is the simulation frame (see variable SF) at which the current data was created. This value may not be the same as the current simulation frame if this node is modifying existing data, rather than creating new data.

RELNAME

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to the name of the relationship to which the data is being attached.

RELOBJIDS

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affected Objects of the relationship to which the data is being attached.

RELOBJNAMES

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the names of all the Affected Objects of the relationship to which the data is being attached.

RELAFFOBJIDS

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affector Objects of the relationship to which the data is being attached.

RELAFFOBJNAMES

This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).

In this case, this value is set to a string that is a space separated list of the names of all the Affector Objects of the relationship to which the data is being attached.

ST

The simulation time for which the node is being evaluated.

Depending on the settings of the DOP Network Offset Time and Scale Time parameters, this value may not be equal to the current Houdini time represented by the variable T.

ST is guaranteed to have a value of zero at the start of a simulation, so when testing for the first timestep of a simulation, it is best to use a test like $ST == 0, rather than $T == 0 or $FF == 1.

SF

The simulation frame (or more accurately, the simulation time step number) for which the node is being evaluated.

Depending on the settings of the DOP Network parameters, this value may not be equal to the current Houdini frame number represented by the variable F. Instead, it is equal to the simulation time (ST) divided by the simulation timestep size (TIMESTEP).

TIMESTEP

The size of a simulation timestep. This value is useful for scaling values that are expressed in units per second, but are applied on each timestep.

SFPS

The inverse of the TIMESTEP value. It is the number of timesteps per second of simulation time.

SNOBJ

The number of objects in the simulation. For nodes that create objects such as the Empty Object DOP, SNOBJ increases for each object that is evaluated.

A good way to guarantee unique object names is to use an expression like object_$SNOBJ.

NOBJ

The number of objects that are evaluated by the current node during this timestep. This value is often different from SNOBJ, as many nodes do not process all the objects in a simulation.

NOBJ may return 0 if the node does not process each object sequentially (such as the Group DOP).

OBJ

The index of the specific object being processed by the node. This value always runs from zero to NOBJ-1 in a given timestep. It does not identify the current object within the simulation like OBJID or OBJNAME; it only identifies the object’s position in the current order of processing.

This value is useful for generating a random number for each object, or simply splitting the objects into two or more groups to be processed in different ways. This value is -1 if the node does not process objects sequentially (such as the Group DOP).

OBJID

The unique identifier for the object being processed. Every object is assigned an integer value that is unique among all objects in the simulation for all time. Even if an object is deleted, its identifier is never reused. This is very useful in situations where each object needs to be treated differently, for example, to produce a unique random number for each object.

This value is also the best way to look up information on an object using the dopfield expression function.

OBJID is -1 if the node does not process objects sequentially (such as the Group DOP).

ALLOBJIDS

This string contains a space-separated list of the unique object identifiers for every object being processed by the current node.

ALLOBJNAMES

This string contains a space-separated list of the names of every object being processed by the current node.

OBJCT

The simulation time (see variable ST) at which the current object was created.

To check if an object was created on the current timestep, the expression $ST == $OBJCT should always be used.

This value is zero if the node does not process objects sequentially (such as the Group DOP).

OBJCF

The simulation frame (see variable SF) at which the current object was created. It is equivalent to using the dopsttoframe expression on the OBJCT variable.

This value is zero if the node does not process objects sequentially (such as the Group DOP).

OBJNAME

A string value containing the name of the object being processed.

Object names are not guaranteed to be unique within a simulation. However, if you name your objects carefully so that they are unique, the object name can be a much easier way to identify an object than the unique object identifier, OBJID.

The object name can also be used to treat a number of similar objects (with the same name) as a virtual group. If there are 20 objects named “myobject”, specifying strcmp($OBJNAME, "myobject") == 0 in the activation field of a DOP will cause that DOP to operate on only those 20 objects.

This value is the empty string if the node does not process objects sequentially (such as the Group DOP).

DOPNET

A string value containing the full path of the current DOP network. This value is most useful in DOP subnet digital assets where you want to know the path to the DOP network that contains the node.

Note

Most dynamics nodes have local variables with the same names as the node’s parameters. For example, in a Position DOP, you could write the expression:

$tx + 0.1

…to make the object move 0.1 units along the X axis at each timestep.

See also

Dynamics nodes