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Справка Houdini на русском Nodes Dynamics nodes
See also |
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.
Chooses an object/position for the head of an agent to look at.
Moves the head of an agent to look at a target.
Adapts the legs of an agent to conform to terrain and prevent the feet from sliding.
Adapts the legs of a biped agent to conform to terrain.
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.
Anchor: Object Point Group Position
Defines multiple points, specified by their number or group, on the given geometry of a simulation object.
Anchor: Object Point Group Rotation
Defines orientations based on multiple points on the given geometry of a simulation object.
Anchor: Object Point Id Position
Defines a position by looking at the position of a point on the geometry of a simulation object.
Anchor: Object Point Id Rotation
Defines an orientation by looking at a point on the geometry of a simulation object.
Anchor: Object Point Number Position
Defines a position by looking at the position of a point on the geometry of a simulation object.
Anchor: Object Point Number Rotation
Defines an orientation by looking at a point on the geometry of a simulation object.
Anchor: Object Primitive Position
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.
Anchor: Object Surface Position
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.
Constrains a set of points on a cloth object to the surface of a Static Object.
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.
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.
Constraint Network Relationship
Defines a set of constraints based on geometry.
Constraint Network Visualization
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.
Update crowd agents based on the custom steerforces and adjusting animation playback of clips
Defines a Crowd State
Defines a Crowd State.
Defines a transition between crowd states.
Defines a transition between crowd states.
Defines a Crowd Trigger
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.
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.
Saves and loads simulation objects to external files.
Finite Element Fuse Constraint
Constrains points of a solid object or a hybrid object to points of another DOP object.
Finite Element Output Attributes
Allows a finite-element object to generate optional output attributes.
Finite Element Region Constraint
Constrains regions of a solid object or a hybrid object to another solid or hybrid object.
Sets and configures a Finite Element solver.
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 adjusts an internal coordinate system attached to fluid particles in a particle fluid simulation.
A microsolver that adjusts the strength of elastic bonds between pairs of particles in a fluid simulation.
A microsolver that advects fields and geometry by a velocity field.
A microsolver that advects fields and geometry by a velocity field using OpenCL acceleration.
A microsolver that advects fields and geometry by a velocity field.
A microsolver that computes analytic property of fields.
A microsolver that swaps geometry attributes.
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 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.
Sets the object to use the Gas Burn solver.
Creates an object with appropriate data to use as a fire source.
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.
Gas Compute Particle Attributes
A microsolver that calculates particle fluid attribute values for each particle in a particle fluid field.
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 applies one round detontation shock dyanamics.
Attaches the appropriate data for Smoke Objects to become a flame front based fire.
A microsolver that applies the flamefront-based fire simulation.
A microsolver that scales down velocity, damping motion.
A microsolver that diffuses a field or point attribute.
A microsolver that dissipates a field.
Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.
Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.
A microsolver that runs once for each matching data.
A microsolver that computes pairwise elastic forces between particles in a fluid simulation.
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 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.
A microsolver that defragments geometry.
A microsolver that creates a signed distance field out of geometry.
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.
A microsolver that applies forces to a particle fluid system.
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 passively moves particles by a velocity field.
A microsolver that arbitrary simulation 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 paramters
A microsolver that counts the number of particles in each voxel of a field.
A microsolver that computes pairwise collision forces between particles that represent instanced spheres.
A microsolver that moves particles to lie along a certain isosurface of an SDF.
Updates a neighbourhood list for Geometry to match moved points.
A microsolver that computes pairwise fluid pressure forces between particles in a fluid simulation.
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.
Gas Project Non Divergent Multigrid
A microsolver that removes the divergent components of a velocity field using a multi-grid method.
Gas Project Non Divergent Variational
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 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 calculates the density at particle positions in a particle field using techniques from Smoothed Particle Hydrodynamics.
A microsolver that uses techniques from Smoothed Particle Hydrodynamics to compute pressure, viscosity and surface tension forces acting between particles in a fluid simulation.
A microsolver that computes the forces to treat the fluid simulation as sand rather than fluid.
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 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.
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.
Creates a Hybrid Object from SOP Geometry.
Stores filtered information about impacts on an RBD object.
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.
Serves as the end-point of the simulation network. Has controls for writing out sim files.
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.
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.
A POP node that applies forces to particles.
A POP node that applies sand grain interaction to particles.
A POP node that groups particles.
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 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 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.
Used internally in the crowd solver to integrate custom 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.
Runs a VEX snippet to modify particles.
Particle Fluid Configure Object
Attaches the appropriate data for Particle Fluid Objects to an object.
Emits particles into a particle fluid simulation.
Creates a Particle Fluid Object from SOP Geometry.
Evolves an object as a particle fluid object.
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.
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.
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.
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.
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.
Sets and configures a Smoke solver. This is a slightly lower-level solver that is the basis for the Pyro solver.
Constrains a set of points on a soft body object to a certain position using a hard constraint or soft constraint.
Soft Body (SBD) Pin Constraint
Constrains a point on a soft body object to a certain position.
Soft Body (SBD) Spring Constraint
Constrains a point on a soft body to a certain position, with a set amount of springiness.
Soft Body Collision Properties
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.
Creates a simulated Finite Element solid from geometry.
Creates a Solid Object from SOP Geometry.
Imports vortex filaments from a SOP network.
A microsolver that imports and directly applies SOP volume data.
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.
Constrains a soft body object to a target trajectory using a hard constraint or soft constraint.
Creates a Terrain Object from SOP Geometry.
Thin Plate/Thin Plate Collider
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.
Applies an impulse to an object.
A microsolver to create soft references to visualizers on itself.
Defines a way of resolving collisions involving two rigid bodies with volume.
Voronoi Fracture Configure Object
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.
A POP solver that generates particles for the Whitewater Solver.
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.
Wire Angular Spring Constraint
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.