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The Vector Field Visualization DOP visualizes a Vector Field data. The resulting visualization can allow one to determine how a field is behaving over time, or can even be Object Merged into SOPs to produce the final output.
Show Guide Geometry
Controls if the geometry should be visualized at all.
Draws a bounding box encompassing the field.
Bounding Box Hash
Adds hash marks along the axes leaving the origin of the bounding box marking the divisions between each voxel. The hash marks are drawn larger for every tenth and every hundredth.
The color to use in visualization. If not otherwise colored by the Visualization Type, the streamers and arrows will use this.
The velocity lines are drawn proportional to the strength of the velocity field. This scale acts as an overall modifier to increase or decrease the lengths.
A dense set of arrows in a high resolution velocity field can quickly become impossible to visualize.
By overriding the divisions, you can choose a subset of sample points to use as the sampling points, leading to a less crowded and more intelligible display.
The number of sampling divisions in x, y, and z for when the override divisions is enabled.
Use Barbs on Vectors
A small back-tick is added to each vector to make the front of the vector clear.
Rather than drawing lines in the direction of the velocity, three axis-aligned lines will be drawn.
This also allows one to see the exact velocity field when dealing with Face Sampled vector fields as these lines will start at each of the faces of the voxels rather than the center.
From each starting location, a streamer will be sent through the current velocity field to track how the field moves.
The distance in world space that each streamer will travel.
The streamers will only terminate early if they reach a zero speed portion of velocity field, so note that very slow velocity fields will have the same length streamers as fast velocity fields.
Streamer Minimum Speed
The cut-off speed at which the streamer will be abandoned.
The streamers originate along an axis aligned grid - this specifies which axes.
The center of the plane which generates the streamers.
It is sized according to the vector field’s size, so only the coordinate aligned to the grid’s normal is relevant.
The method for coloring the velocity lines or the streamers.
The color parameter is used uniformly.
The color ramps according to the visualization mode with the start of the streamer being the 0 color and the end the 1 color.
The color ramps according to the local magnitude of the vector field. This is scaled by the Visualization Scale.
Each streamer or vector is colored uniformly based on its origin location on the seed plane.
The vector is colored using its normalized direction in an RGB cube.
How to convert the range of visualization type into colors.
False color is used with blue being 0 and red being 1.
White to Red
White is used for 0 and red is used for 1.
Black is used for 0 and white is used for 1.
A black (0) to red to yellow to white (1) ramp is used.
The magnitude of the vector is multiplied by this to determine the actual speed to use in the Speed Visualization Type.
This optional input can be used to control which simulation objects are modified by this node. Any objects connected through this input and which match the Group parameter field will be modified.
If this input is not connected, this node can be used in conjunction with an Apply Data node, or can be used as an input to another data node.
All Other Inputs
If this node has more input connectors, other data nodes can be attached to act as modifiers for the data created by this node.
The specific types of subdata that are meaningful vary from node to node. Click an input connector to see a list of available data nodes that can be meaningfully attached.
The operation of this output depends on what inputs are connected to this node. If an object stream is input to this node, the output is also an object stream containing the same objects as the input (but with the data from this node attached).
If no object stream is connected to this node, the output is a data output. This data output can be connected to an Apply Data DOP, or connected directly to a data input of another data node, to attach the data from this node to an object or another piece of data.
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.
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.
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.
In this case, this value is set to the name of the relationship the data to which the data is being attached.
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.
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.
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.
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.
This value is the simulation time for which the node is being evaluated.
This value may not be equal to the current Houdini time represented by the variable T, depending on the settings of the DOP Network Offset Time and Time Scale parameters.
This value 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.
This value is the simulation frame (or more accurately, the simulation time step number) for which the node is being evaluated.
This value may not be equal to the current Houdini frame number represented by the variable F, depending on the settings of the DOP Network parameters. Instead, this value is equal to the simulation time (ST) divided by the simulation timestep size (TIMESTEP).
This value is the size of a simulation timestep. This value is useful to scale values that are expressed in units per second, but are applied on each timestep.
This value is the inverse of the TIMESTEP value. It is the number of timesteps per second of simulation time.
This is the number of objects in the simulation. For nodes that create objects such as the Empty Object node, this value will increase for each object that is evaluated.
A good way to guarantee unique object names is to use an expression
This value is the number of objects that will be evaluated by the current node during this timestep. This value will often be different from SNOBJ, as many nodes do not process all the objects in a simulation.
This value may return 0 if the node does not process each object sequentially (such as the Group DOP).
This value is the index of the specific object being processed by the node. This value will always run from zero to NOBJ-1 in a given timestep. This value does not identify the current object within the simulation like OBJID or OBJNAME, just 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 will be -1 if the node does not process objects sequentially (such as the Group DOP).
This is the unique object 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.
The object identifier can always be used to uniquely identify a given object. This makes this variable very useful in situations where each object needs to be treated differently. It can be used to produce a unique random number for each object, for example.
This value is also the best way to look up information on an object using the dopfield expression function. This value will be -1 if the node does not process objects sequentially (such as the Group DOP).
This string contains a space separated list of the unique object identifiers for every object being processed by the current node.
This string contains a space separated list of the names of every object being processed by the current node.
This value is the simulation time (see variable ST) at which the current object was created.
Therefore, to check if an object was created
on the current timestep, the expression
$ST == $OBJCT should
always be used. This value will be zero if the node does not process
objects sequentially (such as the Group DOP).
This value is the simulation frame (see variable SF) at which the current object was created.
This value is equivalent to using the dopsttoframe expression on the OBJCT variable. This value will be zero if the node does not process objects sequentially (such as the Group DOP).
This is a string value containing the name of the object being processed.
Object names are not guaranteed to be unique within a simulation. However, if you name your objects carefully so that they are unique, the object name can be a much easier way to identify an object than the unique object identifier, OBJID.
The object name can
also be used to treat a number of similar objects (with the same
name) as a virtual group. If there are 20 objects named "myobject",
strcmp($OBJNAME, "myobject") == 0 in the activation field
of a DOP will cause that DOP to operate only on those 20 objects. This
value will be the empty string if the node does not process objects
sequentially (such as the Group DOP).
This is 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.
Most dynamics nodes have local variables with the same names as the node’s parameters. For example, in a Position node, you could write the expression:
$tx + 0.1
…to make the object move 0.1 units along the X axis at each timestep.