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Placing a Torus in the viewer
Place the torus anywhere in the scene
Place the torus at the origin
Type of geometry to create.
Type of surface skinning the torus.
The plane in which the torus is built.
First value: The radius of the torus. Second value: The radius of the ring.
Offset of torus center from object origin.
Rotation about the center of the torus.
Number of divisions along the swept shape.
Number of divisions along the cross-section.
Approximates the surface using non-rational points.
Order of NURBS/Bezier curve in U direction.
Order of NURBS/Bezier curve in V direction.
The start and end sweep angles of the torus.
The start and end angles of the cross-section circle that is swept to make the torus.
Wraps the surface in the U direction.
Wraps the surface in the V direction.
U End Cap
Puts end-caps on the ends of the torus if it is less than 360 degrees.
V End Cap
Applies a face between the top and bottom of the torus, if it is open.
This example contains the various geometry types possible when creating a torus.
The following examples include this node.
This is a simple example of using the Channel CHOP along with a Noise CHOP to add some variety to keyframed animation that can still be easily tweaked as keyframe animation. Notice that the object can be manipulated as usual in the viewport transparently. The values will be modified in the Channel CHOP.
This example demonstrates how angular motors can be used with pin constraints to create a denting effect.
This example shows how to use a SOP Solver to break spring constraints in a constraint network that have stretched too far.
This example shows how to create a chain of objects that are connected together by pin constraints.
This example shows how to create a constraint network to glue together adjacent pieces of a fractured object. It also shows how primitive attributes such as 'strength' can be used to modify properties of individual constraints in the network.
This example demonstrates how to use the FEM Solver to deform spheres when they collide with the ground plane. The spheres have particle based animation on them prior to collision with the ground and are swapped to the FEM solver on collision.
This example demonstrates two fluids with different densities and viscosities interacting with a solid object.
This example creates a torus of paint which is dropped on the Grog character. The Grog character is then colored according to the paint that hits him. This also shows how to have additional color information tied to a fluid simulation.
This example demonstrates the use of Gas Net Fetch Data to have two separate dop simulations exchange data.
This example demonstrates the use of gasParticleToField in Timeless mode.
This examples demonstrates how to use a Multiple Solver. In this example, the motion of an object is controlled by an RBD Solver while the geometry is modified by a SOP Solver.
This example demonstrates the use of the POP Collision Detect node to simulate particles colliding with a rotating torus with animated deformations.
This example demonstrates dropping slices of bacon onto a torus. It shows how to extract a 2d object from a texture map and how to repeatedly add the same grain-sheet object to DOPs.
This example demonstrates interacting grain simulations of very different sizes.
This example uses the Pyro Solver and a Smoke Object which emits billowy smoke up through a turbine (an RBD Object). The blades of the turbine are created procedurally using Copy, Circle, and Align SOPs.
This example shows how one can control the break up of any glued object through the use of the RBD State node.
A torus, composed of spheres, is glued together. An additional sweep plane is defined. Any sphere which ends up on the wrong side of the sweep plane is broken off the torus and left to bounce on its own. This lets the break up of the torus to be controlled over many frames.
This example demonstrates a rigid body dynamics simulation involving deforming geometry. A wobbling torus is dropped onto a ground plane.
This example shows how to modify the "active" point attribute of an RBD Packed Object to change objects from static to active.
This example shows how to use animated packed primitives in an RBD Packed Object and set up a transition to active objects later in the simulation.
This solid object has a strong volume-preserving force (e.g. flesh). The effect of the volume-preserving force is clearly visible when the object hits the ground plane.
This example combines a number of important DOPs concepts.
First, it uses both POP Solver and RBD Solver objects interacting with each other in a bidiretional manner. The RBD object affects the particles, and the particles affect the RBD object.
Second, the RBD object atually uses a multi-solver to combine an RBD Solver with a SOP Solver. The RBD Solver controls the motion of the overall object, while the SOP Solver performs the denting of the geometry.
Third, the SOP Solver extracts impact information from the RBD Solver to perform the denting. It extracts this information using DOP expression functions.
The end result is a simulation of a torus that is bombarded by a stream of particles. The particles bounce off the torus, and also cause the torus to move. In addition, each particle collision causes a slight denting of the torus.
An example that shows how you can visualize impact data in an RBD simulation by using a SOP Solver to add custom guide geometry to the RBD Objects.
This example has three toruses falling on a grid with green lines showing the position and magnitude of impacts. The force visualization is added as ancillary geometry data to the actual toruses, so the RBD Solver is entirely unaware of the effect. The SOP Solver could also be used as an independent SOP network to extract impact visualization from an RBD Object.
This example actually includes eight examples of ways that you can use voronoi fracturing in Houdini. In particular, it shows how you can use the Voronoi Fracture Solver and the Voronoi Fracture Configure Object nodes in your fracture simulations. Turn on the display flags for these examples one at a time to play the animation and dive down into each example to examine the setup.
This example shows how the Wire Glue Constraint DOP can constrain a wire object to animated geometry.
This example highlights several features:
Geometry area lights
Attenuation ramp controls
Surface model specular layers
The example consists of a geometry light based on a wireframe of nurbs curves. The attenuation on the light uses colored keys, allowing for different light colors to be produced at different distances from the light. The ground plane shader uses a surface model with two specular components - one wide component and another narrower glossy component to give a multi-layered appearance.
In this example, a donut is stuck to an animated sticky object on the surface of a grid.
Volume rendering is a rendering approach that allows high-quality, integrated rendering of volumetric effects like smoke, clouds, spray, and fire.
Volume rendering is suitable for rendering many types of volumetric effects such as:
Detailed "hero" clouds, smoke, or fire
Fields of instanced clouds, smoke, or fire
It is easy to create volumes from primitives without invoking the fluid solver.
In this particular example, a primitive torus is used to render some smoke volume. Using an IsoOffset SOP produces a volume that fills the interior of the torus. Then, a material using a Volume Cloud is assigned to the volumetric data of the torus shape. Setting the Smoke Cloud Density to 5 and the Smoke Shadow Density to 10 helps create a more smoke-like look and feel.
Here is the torus rendered with tweaks to the volume step sizes (in the Mantra Render Operator), shadow map quality (under Depth Map Options of the spotlight), and volume primitive divisions (on the IsoOffset SOP). The smoke Diffuse color was adjusted too.
In this file we create a simple geometry and assign BxDF shaders to it. The shading network consists of pattern shaders feeding into the BxDF shaders.
This example demonstrates how to create several layers with different geometry variations and randomly assign those layers to agents.
Here’s a simple example showing how you can deform a volume. First create a 3d grid of points with the box sop with divisions matching the resolution of the volume. Next, transfer the density from the volume on those points. Finally, the points can be deformed any way you want, and then you can create an empty volume and fill it with the densities from the points.
This example demonstrates how the AttribFromVolume SOP can be used to transfer volume values onto point attributes.
This example shows you how the primintrinsic method can be used to obtain the number of vertices for a primitive. The point corresponding to a vertex can be obtained by first translating a primitive-vertex offset pair to a linear vertex value then looking up the point referenced by the linear vertex value.
This example shows how to setup the Bake Volume SOP to compute the lightfield created by the shadowing of a fog volume. It then exports the fields properly to be rendered in Mantra by a constant volume shader.
This network contains a simple example of how the Blast SOP can be used to delete elements of your model.
The Blast SOP can be used to delete points, edges, polygons and breakpoints using designated patterns.
This node shows how to stamp numbers onto points. It uses a for-each loop to iterate over each point, and the metadata source to get the current iteration number.
This node shows how to iterate over all the pieces of one geometry to consecutively subtract volumes from an original geometry.
This example demonstrates using CHOPs to drive geometry color values via the Channel SOP.
This demonstration contains four examples of how a Clay SOP is used. The points have been animated to better visualize this.
Matrix - Point transformation is given by a matrix.
Vector - Point is translated along a vector.
Point - Point is moved to an absolute XYZ position in object space.
Primitive - Point snaps to the (U,V) of the primitive in the 2nd input of to a (U,V) on itself if no 2nd input is present.
This network compares the various ways in which the Clip SOP can be used with geometry. Depending on what parts of the clipped geometry we want to keep, different effects are achievable.
The Clip SOP can also be used as a grouping tool by specify group boundaries with clip planes.
Clip planes can be animated. Play the animation to view the results.
This example demonstrates how you can use the Cloth Capture and Cloth Deform nodes to transfer the simulation from a low-res piece of cloth to a hi-res piece of cloth.
In this example, the Copy SOP is used to randomly copy various objects onto points of a given template geometry. We use the stamp capability of the Copy SOP for our purpose. Furthermore, the entire process is kept procedural so that we have the option of determining the type and the number of geometries to be copied and the kind of template to be used.
Inside the Stamp tab of the Copy SOP we create a variable named "switch" which will drive the input value of the Select Input parameter in the Switch SOP. In turn, the Copy SOP is able to copy at random any number of input geometry to template points.
This example demonstrates a creating points for each matching record in the DOP simulation. This lets us create a point for each object or a point for each impact.
This example shows how to create packed primitives with animated transforms from deforming geometry that represents rigid motion. The result is ideal for colliders in a rigid body simulation.
This example demonstrates how you can use the Fluid Source SOP to source and advect colours from an additional volume into a smoke simulation.
This example demonstrates how you can use the Fluid Source SOP to create a volume for fluid simulations from a torus.
This example uses the foreach sop to apply the same SOP repeatedly to the geometry, accumulating the effect of each pass.
This example shows how to use the gluecluster SOP and glue constraint networks to cluster together the pieces of a voronoi fracture. This allows clustering to be used with Bullet without introducing concave objects.
This example shows how to 'brickify' or make an object appear to be made of bricks using the IsoOffset SOP.
This contains two examples of how to use the Bridge SOP.
The first example illustrates how to use the Bridge SOP on projected and trimmed curves. The second illustrates how to use the Bridge SOP on two carved primitives.
Press Play to see an animated version of the Bridge over Two Carves.
This example demonstrates how to use the Polysoup SOP to convert a high-res polygonal object into a single primitive that requires less memory.
This example demonstrates using the Primitive SOP to add a Color attribute to primitive geometry.
The rand() function is used in the RGB fields to generate different random colors for each primitive.
Then the prim() function is used to reference the attribute values of one SOP, to drive the attribute values of another SOP.
This example demonstrates how you can use the Scatter SOP with the Attribute Interpolate SOP to easily adjust scattered points to stay consistent on deforming geometry.
This is an example of how to create a new surface using the Skin SOP.
Here a surface is extracted from a torus, copied and used to create a skin that shoots up from the torus.
This example contains the various geometry types possible when creating a torus.
This example shows off the flexibility of the Twist SOP. The Twist SOP has many operations such as twist, bend, shear, taper, linear taper, and squash.
Contained are examples of how each Operation affects different geometry types: Polygon, Mesh, NURBs, NURBs Perfect, Bezier, and Bezier Perfect.
This example demonstrates the various projection types supported by the uvproject SOP.
This example shows how to use the Volume Compress SOP to reduce the memory requirements of volumes without too adversely affecting their appearance.
This example shows how to use the Volume From Attrib SOP to transfer point attributes into volume voxels.
This example shows how to use the Volume Merge SOP to flatten multiple instanced volumes onto a single camera frustum volume.
This example shows how to use the Volume Surface SOP to surface an SDF using another volume to specify the triangle sizes.
This example shows how to use the Volume Surface SOP to surface a hierarchy of SDFs using explicit grading.
This example demonstrates using the Transform Pieces SOP to transform high-resolution geometry from the results a DOPs rigid-body fracture simulation that used low-resolution geometry.
This example demonstrates how to use the partition by bounds node in PDG/TOPs.
This example demonstrates how to use the ROP Fetch node in PDG/TOPs.
This example shows agent obstacle avoidance and path following implemented using a fuzzy logic controller.