Nodes
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Marks a simulation object as active or passive.
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Creates affector relationships between groups of objects.
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Blends between a set of animation clips based on the agent’s turn rate.
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Layers additional animation clips onto an agent.
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Chooses an object/position for the head of an agent to look at.
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Moves the head of an agent to look at a target.
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Adapts the legs of an agent to conform to terrain and prevent the feet from sliding.
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Adapts the legs of a biped agent to conform to terrain.
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Project the agent/particle points onto the terrain
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Defines an orientation that aligns an axis in object space with a second axis defined by the relative locations of two positional anchors.
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Anchor: Object Point Group Position
Defines multiple points, specified by their number or group, on the given geometry of a simulation object.
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Anchor: Object Point Group Rotation
Defines orientations based on multiple points on the given geometry of a simulation object.
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Anchor: Object Point Id Position
Defines a position by looking at the position of a point on the geometry of a simulation object.
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Anchor: Object Point Id Rotation
Defines an orientation by looking at a point on the geometry of a simulation object.
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Anchor: Object Point Number Position
Defines a position by looking at the position of a point on the geometry of a simulation object.
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Anchor: Object Point Number Rotation
Defines an orientation by looking at a point on the geometry of a simulation object.
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Anchor: Object Primitive Position
Defines a position by looking at the position of a particular UV coordinate location on a primitive.
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Defines a position by specifying a position in the space of some simulation object.
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Defines an orientation by specifying a rotation in the space of some simulation object.
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Anchor: Object Surface Position
Defines multiple attachment points on a polygonal surface of an object.
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Defines a position by specifying a position in world space.
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Defines an orientation by specifying a rotation in world space.
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Attaches data to simulation objects or other data.
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Creates relationships between simulation objects.
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Attaches the appropriate data for Bullet Objects to an object.
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Sets and configures an Bullet Dynamics solver.
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Applies a uniform force to objects submerged in a fluid.
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Constrains a set of points on a cloth object to the surface of a Static Object.
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Attaches the appropriate data for Cloth Objects to an object.
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Defines the mass properties.
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Defines the physical material for a deformable surface.
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Defines the internal cloth forces.
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Creates a Cloth Object from SOP Geometry.
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Creates a Cloth Object from SOP Geometry.
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Defines the plasticity properties.
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Constrains part of the boundary of a cloth object to the boundary of another cloth object.
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Defines how cloth uses target.
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Defines a way of resolving collisions involving a cloth object and DOPs objects with volumetric representations (RBD Objects, ground planes, etc.)
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Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.
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Constrains pairs of RBD objects together according to a polygon network.
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Constraint Network Relationship
Defines a set of constraints based on geometry.
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Constraint Network Visualization
Visualizes the constraints defined by constraint network geometry.
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Creates multiple copies of the input data.
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Sets and configures a Copy Data Solver.
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Mimics the information set by the Copy Object DOP.
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Defines a Crowd Fuzzy Logic
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Creates a crowd object with required agent attributes to be used in the crowd simulation.
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Updates agents according to their steer forces and animation clips.
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Update crowd agents based on the custom steerforces and adjusting animation playback of clips
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Defines a Crowd State
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Defines a Crowd State.
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Defines a transition between crowd states.
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Defines a transition between crowd states.
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Defines a Crowd Trigger
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Defines a Crowd Trigger
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Combines multiple crowd triggers to build a more complex trigger.
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Adds a data only once to an object, regardless of number of wires.
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Deletes both objects and data according to patterns.
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Applies force and torque to objects that resists their current direction of motion.
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Defines how the surrounding medium affects a soft body object.
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Controls Embedded Geometry that can be deformed along with the simulated geometry in a finite element simulation.
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Creates an Empty Data for holding custom information.
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Creates an Empty Object.
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Attaches the appropriate data for Particle Fluid Objects to become a FLIP based fluid.
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Evolves an object as a FLIP fluid object.
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Applies forces on the objects as if a cone-shaped fan were acting on them.
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Fetches a piece of data from a simulation object.
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Applies forces to an object using some piece of geometry as a vector field.
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Creates a vortex filament object from SOP Geometry.
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Evolves vortex filament geometry over time.
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Saves and loads simulation objects to external files.
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Finite Element Fuse Constraint
Constrains points of a solid object or a hybrid object to points of another DOP object.
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Finite Element Output Attributes
Allows a finite-element object to generate optional output attributes.
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Finite Element Region Constraint
Constrains regions of a solid object or a hybrid object to another solid or hybrid object.
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Sets and configures a Finite Element solver.
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Attaches the appropriate data for Fluid Objects to an object.
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Applies forces to resist the current motion of soft body objects relative to a fluid.
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Attaches the appropriate data for Fluid Objects to an object.
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A solver for Sign Distance Field (SDF) liquid simulations.
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A microsolver that adjusts an internal coordinate system attached to fluid particles in a particle fluid simulation.
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A microsolver that adjusts the strength of elastic bonds between pairs of particles in a fluid simulation.
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A microsolver that advects fields and geometry by a velocity field.
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A microsolver that advects fields and geometry by a velocity field using OpenCL acceleration.
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A microsolver that advects fields and geometry by a velocity field.
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A microsolver that computes analytic property of fields.
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A microsolver that swaps geometry attributes.
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A microsolver that blends the density of two fields.
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A microsolver that blurs fields.
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A microsolver that determines the collision field between the fluid field and any affector objects.
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A microsolver that builds a mask for each voxel to show the presence or absence of relationships between objects.
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A microsolver that calculates an adhoc buoyancy force and updates a velocity field.
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Sets the object to use the Gas Burn solver.
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Creates an object with appropriate data to use as a fire source.
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A microsolver that performs general calculations on a pair of fields.
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A microsolver that detects collisions between particles and geometry.
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A microsolver that applies a combustion model to the simulation.
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Gas Compute Particle Attributes
A microsolver that calculates particle fluid attribute values for each particle in a particle fluid field.
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A microsolver that adjusts an SDF according to surface markers.
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A microsolver that computes the cross product of two vector fields.
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A DOP node that creates forces generated from a curve.
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A microsolver that applies one round detontation shock dyanamics.
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Attaches the appropriate data for Smoke Objects to become a flame front based fire.
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A microsolver that applies the flamefront-based fire simulation.
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A microsolver that scales down velocity, damping motion.
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A microsolver that diffuses a field or point attribute.
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A microsolver that dissipates a field.
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Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.
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Adds detail at a certain scale by applying "disturbance" forces to a scalar or vector field.
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A microsolver that runs once for each matching data.
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A microsolver that computes pairwise elastic forces between particles in a fluid simulation.
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A microsolver that embeds one fluid inside another.
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A microsolver that enforces boundary conditions on a field.
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A microsolver that equalizes the density of two fields.
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A microsolver that equalizes the volume of two fields.
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A microsolver that evaluates the external DOPs forces for each point in a velocity field and updates the velocity field accordingly.
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A microsolver that extrapolates a field’s value along an SDF.
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A microsolver that creates a feathered mask out of a field.
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A microsolver that calculates and applies feedback forces to collision geometry.
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A data node that fetches the fields needed to embed one fluid in another.
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Runs CVEX on a set of fields.
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Runs CVEX on a set of fields.
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A microsolver that copies the values of a field into a point attribute on geometry.
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A microsolver that defragments geometry.
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A microsolver that creates a signed distance field out of geometry.
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Blends a set of SOP volumes into a set of new collision fields for the creation of a guided simulation.
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A microsolver that copies Impact data onto point attributes.
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A microsolver that applies forces to a particle fluid system.
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A microsolver that solves its subsolvers at a regular interval.
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A microsolver that clamps a field within certain values.
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A microsolver that keeps particles within a box.
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A microsolver that combines multiple fields or attributes together.
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A microsolver that adaptively sharpens a field.
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A microsolver that looksup field values according to a position field.
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A microsolver that rebuilds fields to match in size and resolution to a reference field.
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A microsolver that passively moves particles by a velocity field.
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A microsolver that arbitrary simulation data between multiple machines.
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A microsolver that exchanges boundary data between multiple machines.
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A microsolver that balances slices data between multiple machines.
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A microsolver that exchanges boundary data between multiple machines.
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Executes the provided kernel with the given paramters
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A microsolver that counts the number of particles in each voxel of a field.
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A microsolver that computes pairwise collision forces between particles that represent instanced spheres.
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A microsolver that moves particles to lie along a certain isosurface of an SDF.
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Updates a neighbourhood list for Geometry to match moved points.
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A microsolver that computes pairwise fluid pressure forces between particles in a fluid simulation.
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A microsolver that separates adjacent particles by adjusting their point positions..
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A microsolver that copies a particle system’s point attribute into a field.
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A microsolver that converts a particle system into a signed distance field.
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A microsolver that removes the divergent components of a velocity field.
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Gas Project Non Divergent Multigrid
A microsolver that removes the divergent components of a velocity field using a multi-grid method.
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Gas Project Non Divergent Variational
A microsolver that removes the divergent components of a velocity field.
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A microsolver that reduces a field to a single constant field .
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A microsolver that reduces surrounding voxels to a single value.
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A microsolver that reinitializes a signed distance field while preserving the zero isocontour.
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A microsolver that repeatedly solves its input.
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A microsolver that changes the size of fields.
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A microsolver that resizes a fluid to match simulating fluid bounds
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A microsolver that initializes a rest field.
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A microsolver that converts an SDF field to a Fog field.
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A microsolver that calculates the density at particle positions in a particle field using techniques from Smoothed Particle Hydrodynamics.
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A microsolver that uses techniques from Smoothed Particle Hydrodynamics to compute pressure, viscosity and surface tension forces acting between particles in a fluid simulation.
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A microsolver that computes the forces to treat the fluid simulation as sand rather than fluid.
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A microsolver that seeds marker particles around the boundary of a surface.
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A microsolver that seeds particles uniformly inside a surface.
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Applies a Shredding Force to the velocity field specified.
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A microsolver that computes slice numbers into an index field.
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Adjusts a fluid velocity field to match collision velocities.
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A microsolver that calculates the forces imparted by a strain field.
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A microsolver that updates the strain field according to the current velocity field.
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A microsolver that substeps input microsolvers.
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A microsolver that snaps a surface onto a collision surface.
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A microsolver that calculates a surface tension force proportional to the curvature of the surface field.
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A microsolver that applies a force towards a target object.
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Modifies the temperature of a FLIP over time.
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Applies Turbulence to the specified velocity field.
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Up-scales and/or modifies a smoke, fire, or liquid simulations.
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A microsolver that reorients geometry according to motion of a velocity field.
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A microsolver that applies viscosity to a velocity field.
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A microsolver that seeds flip particles into a new volume region.
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Remaps a field according to a ramp.
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Applies a confinement force on specific bands of sampled energy.
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Applies a vortex confinement force to a velocity field.
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Applies a confinement force on specific bands of sampled energy.
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A microsolver that applies forces to a velocity field or geometry according to vorticle geometry.
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A DOP node that adds the appropriately formatted data to represent vorticles.
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A DOP node that recycles vorticles by moving them to the opposite side of the fluid box when they leave.
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A microsolver that performs a wavelet decomposition of a field.
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A microsolver that applies a wind force.
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Runs CVEX on geometry attributes.
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Runs a VEX snippet to modify attribute values.
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Applies a gravity-like force to objects.
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Creates a ground plane suitable for RBD or cloth simulations.
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Creates simulation object groups.
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Defines a constraint relationship that must always be satisfied.
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Attaches the appropriate data for Hybrid Objects to an object.
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Creates a Hybrid Object from SOP Geometry.
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Stores filtered information about impacts on an RBD object.
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Applies an impulse to an object.
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Creates an index field.
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Visualizes an index field.
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Creates DOP Objects according to instance attributes
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Marks a simulation object as intangible or tangible.
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Stores the name of the scene level object source for this DOP object.
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Apply forces on objects using a force field defined by metaballs.
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Creates a matrix field.
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Visualizes a matrix field.
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Merges multiple streams of objects or data into a single stream.
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Modifies or creates options on arbitrary data.
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Defines an object’s position, orientation, linear velocity, and angular velocity.
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Unified visualization of multiple fields.
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A DOP that transfers arbitrary simulation data between multiple machines.
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Does nothing.
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Creates position information from an object’s transform.
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Serves as the end-point of the simulation network. Has controls for writing out sim files.
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Uses vortex filaments to move particles.
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A POP node that uses velocity volumes to move particles.
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A POP node that attracts particles to positions and geometry.
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A POP node that copies volume values into a particle attribute.
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A POP node that resets the stopped attribute on particles, waking them up.
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A POP node that applies a force around an axis.
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A POP node that reacts to collisions.
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A POP node that detects and reacts to collisions.
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A POP node marks particles to ignore implicit collisions.
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A POP node that colors particles.
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A POP node that creates forces generated from a curve.
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A POP node that applies drag to particles.
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A POP node that applies drag to the spin of particles.
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A POP node that applies a conical fan wind to particles.
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A POP node that creates a simple fireworks system.
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A POP node that floats particles on the surface of a liquid simulation.
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A POP node that applies a flocking algorithm to particles.
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A POP node that applies forces to particles.
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A POP node that applies sand grain interaction to particles.
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A POP node that groups particles.
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A POP node that sets up the instancepath for particles.
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A POP node that applies forces between particles.
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A POP node that kills particles.
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A POP node that limits particles.
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A POP node that applies forces within the particle’s frame.
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A POP solver that generates particles at a point.
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A POP node makes a particle look at a point.
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A POP node that applies forces according to metaballs.
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Converts a regular particle system into a dynamic object capable of interacting correctly with other objects in the DOP environment.
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A POP node that sets various common attributes on particles.
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A POP node that sets attributes based on nearby particles.
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A POP Node that generates particles from incoming particles.
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A POP node that creates a spongy boundary.
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A POP solver updates particles according to their velocities and forces.
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A POP node that generates particles from geometry.
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A POP node that sets the speed limits for particles.
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A POP node that sets the spin of particles..
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A POP node that uses the vorticity of velocity volumes to spin particles.
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A POP node that sets the sprite display for particles.
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Applies force to agents/particles to align them with neighbors.
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Applies anticipatory avoidance force to agents/particles to avoid potential future collisions with other agents/particles.
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Applies forces to agents/particles to bring them closer to their neighbors.
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Applies forces to agents/particles calulated using a VOP network.
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Applies force to agents/particles to avoid potential collisions with static objects.
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Applies force to agents/particles to avoid potential collisions with static objects.
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Applies force to agents/particles according to directions from a path curve.
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Applies force to agents/particles to move them toward a target position.
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Apply force to agents/particles to move them apart from each other.
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Used internally in the crowd solver to integrate steering forces.
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Used internally in the crowd solver to integrate custom steering forces.
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Constrains agent velocity to only go in a direction within a certain angle range of its current heading, to prevent agents from floating backward.
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Apply forces to agents/particles to create a random motion.
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A POP node that creates a new stream of particles.
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A POP node that applies torque to particles, causing them to spin.
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Runs CVEX on a particle system.
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A POP node that directly changes the velocity of particles.
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A POP node that applies wind to particles.
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Runs a VEX snippet to modify particles.
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Particle Fluid Configure Object
Attaches the appropriate data for Particle Fluid Objects to an object.
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Emits particles into a particle fluid simulation.
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Creates a Particle Fluid Object from SOP Geometry.
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Evolves an object as a particle fluid object.
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Visualizes particles.
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Creates simulation object groups based on an expression.
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Defines the base physical parameters of DOP objects.
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Applies a force to an object from a particular location in space.
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Creates position information from a point on some SOP geometry.
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Associates a position and orientation to an object.
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Sets and configures a Pyro solver. This solver can be used to create both fire and smoke.
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Constrains an RBD object to a certain orientation.
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Constrains an RBD object to have a certain orientation, but with a set amount of springiness.
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Automatically freezes RBD Objects that have come to rest
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Attaches the appropriate data for RBD Objects to an object.
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Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry name attributes.
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Constrains an object to two constraints, creating a rotation similar to a hinge or a trapeze bar.
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Creates an RBD Object from SOP Geometry.
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Creates a single DOP object from SOP Geometry that represents a number of RBD Objects.
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Constrains an RBD object a certain distance from the constraint.
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Creates a simulation object at each point of some source geometry, similarly to how the Copy surface node copies geometry onto points.
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Sets and configures a Rigid Body Dynamics solver.
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Constrains an object to remain a certain distance from the constraint, with a set amount of springiness.
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Alters the state information for an RBD Object.
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Saves the state of a DOP network simulation into files.
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Applies forces to an object according to the difference between two reference frames.
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Sets and configures a Rigid Body Dynamics solver.
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Attaches the appropriate data for Ripple Objects to an object.
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Creates an object from existing geometry that will be deformed with the ripple solver.
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Animates wave propagation across Ripple Objects.
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Creates a signed distance field representation of a piece of geometry that can be used for collision detection.
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Creates a scalar field from a SOP Volume.
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Creates a vector field from a SOP Volume Primitive.
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Creates a scalar field.
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Visualizes a scalar field.
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Defines the internal seam angle.
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Defines the mass density of a Cloth Object.
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Divides a particle system uniformly into multiple slices along a line.
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Specifies a cutting plane to divide a particle system into two slices for distributed simulations.
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Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis.
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Attaches the appropriate data for Smoke Objects to an object.
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Creates an Smoke Object from SOP Geometry.
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Sets and configures a Smoke solver. This is a slightly lower-level solver that is the basis for the Pyro solver.
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Constrains a set of points on a soft body object to a certain position using a hard constraint or soft constraint.
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Soft Body (SBD) Pin Constraint
Constrains a point on a soft body object to a certain position.
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Soft Body (SBD) Spring Constraint
Constrains a point on a soft body to a certain position, with a set amount of springiness.
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Soft Body Collision Properties
Defines how a soft body object responds to collisions.
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Defines how a Soft Body Object responds to collisions.
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Defines how a Soft Body Object responds to collisions.
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Defines how a Soft Body Object responds to collisions.
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Allows the user to import the rest state from a SOP node.
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Sets and configures a Soft Body solver.
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Defines the strengths of the soft constraint on a soft body object.
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Controls the anisotropic behavior of a Solid Object.
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Attaches the appropriate data for Solid Objects to an object.
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Defines the mass density of a Solid Object.
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Defines how a Solid Object reacts to strain and change of volume.
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Creates a simulated Finite Element solid from geometry.
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Creates a Solid Object from SOP Geometry.
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Imports vortex filaments from a SOP network.
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A microsolver that imports and directly applies SOP volume data.
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This builds a tree of spheres producing bounding information for an edge cloud.
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This builds a tree of spheres producing bounding information for a point cloud.
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Splits an incoming object stream into as many as four output streams.
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Creates a Static Object from SOP Geometry.
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Allows you to inspect the behavior of a static object in the viewport.
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Control the thickness of the object that collides with cloth.
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Passes one of the input object or data streams to the output.
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Constrains a soft body object to a target trajectory using a hard constraint or soft constraint.
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Creates a Terrain Object from SOP Geometry.
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Thin Plate/Thin Plate Collider
Defines a way of resolving collisions between two rigid bodies.
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Applies a uniform force and torque to objects.
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Applies forces on the objects according to a VOP network.
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Creates a vector field.
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Visualizes a vector field.
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Applies an impulse to an object.
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A microsolver to create soft references to visualizers on itself.
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Defines a way of resolving collisions involving two rigid bodies with volume.
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Voronoi Fracture Configure Object
Attaches the appropriate data to make an object fractureable by the Voronoi Fracture Solver
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Defines the parameters for dynamic fracturing using the Voronoi Fracture Solver
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Dynamically fractures objects based on data from the Voronoi Fracture Configure Object DOP
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Applies a vortex-like force on objects, causing them to orbit about an axis along a circular path.
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A POP solver that generates particles for the Whitewater Solver.
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Creates a Whitewater Object that holds data for a whitewater simulation.
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Sets and configures a Whitewater solver.
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Applies forces to resist the current motion of objects relative to a turbulent wind.
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Constrains a wire point’s orientation to a certain direction.
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Wire Angular Spring Constraint
Constrains a wire point’s orientation to a certain direction, with a set amount of springiness.
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Attaches the appropriate data for Wire Objects to an object.
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Defines the elasticity of a wire object.
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Constraints a wire point to a certain position and direction.
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Creates a Wire Object from SOP Geometry.
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Defines the physical parameters of a wire object.
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Defines the plasticity of a wire object.
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Sets and configures a Wire solver.
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Defines a way of resolving collisions involving a wire object and DOPs objects with volumetric representations.
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Defines a way of resolving collisions between two wires.