Справка Houdini на русском Nodes Dynamics nodes

Empty Object dynamics node

Creates an Empty Object.

On this page

An Empty Object is a container which can have various types of data attached to it. All objects in DOPs, whether pieces of cloth, rigid bodies, or volumes of fluid, are based off this one basic container. The types of data are what turn an Empty Object into something interesting, like an RBD Object.

Normally you do not have to explicitly use the Empty Object DOP. It, however, lies at the heart of most of the Object setup nodes, such as RBD Object, Cloth Object, or Wire Object. If you are working with RBD, you can apply all of the standard RBD data to your Empty Object with the RBD Configure Object DOP.

Parameters

Activation

Determines whether Empty Objects should be added to the simulation. If this is non-zero, the requested number of Empty Objects will be created and added to the simulation.

Object Name

The name for each of the newly created Empty Objects. Since it is easier to refer to objects by name than by object number, it is recommended one create unique names by using an expression for this parameter.

Note

Names do not have to be unique.

Number of Objects

The number of Empty Objects to create. Note that this number will be created every time this node is cooked, so the Activation field should be set appropriately.

Solve on Creation Frame

For the newly created objects, this parameter controls whether or not the solver for that object should solve for the object on the timestep in which it was created. Usually this parameter will be turned on if this node is creating objects in the middle of a simulation rather than creating objects for the initial state of the simulation.

Allow Caching

If caching on an object is disabled, its data will be cleared when it moves into the simulation cache. This is useful if you don’t want the object pushing other objects out of the shared cache.

Outputs

First

The objects created by this node are sent through the single output.

Locals

ST

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.

SF

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).

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.

SFPS

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

SNOBJ

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 like object_$SNOBJ.

NOBJ

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).

OBJ

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).

OBJID

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).

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

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).

OBJCF

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).

OBJNAME

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", specifying 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).

DOPNET

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.

Note

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.

Examples

The following examples include this node.

DensityViscosity Example for FLIP Solver dynamics node

FlipColorMix Example for FLIP Solver dynamics node

PaintedGrog Example for Fluid Object dynamics node

TimelessGas Example for Gas Particle to Field dynamics node

FluidGlass Example for Particle Fluid Solver dynamics node

Stack Example for RBD Auto Freeze dynamics node

ChoreographedBreakup

InheritVelocity Example for RBD State dynamics node

Dynamics nodes