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The Wire Configure Object DOP takes a simulation object and attaches the data which is needed for it to be used as a Wire Object.
This DOP is very similar to the Wire Object, except it allows you to explicitly control the creation of the object using another DOP, such as the Empty Object DOP. This can be used for more advanced instancing or creating objects every 10 frames.
Parameters
Use Object Transform
The transform of the object containing the chosen SOP is applied to the geometry.
SOP Path
Initial State
The path to a SOP (or an Object, in which case the display SOP is used) which will be the initial pose for this simulation object.
Position
Initial position in world space of the object.
Rotation
Initial orientation of the object. This is in RX/RY/RZ format.
Pivot
Local space position around which rotation is applied.
Velocity
Initial velocity of the object.
Angular Velocity
Initial angular velocity of the object.
Geometry
Import Rest Geometry
Causes the Rest Geometry to be re-evaluated each frame.
Rest Geometry
The path to a SOP (or an Object, in which case the display SOP is used) which will be the rest geometry for this object.
Import Target Geometry
Causes the Target Geometry to be re-evaluated each frame.
Target Geometry
The path to a SOP (or an Object, in which case the display SOP is used) which will be the target geometry for this object.
Target Stiffness
Этот параметр определяет, насколько сильно wire объект сопротивляется деформации анимированной геометрии.
Target Damping
Этот параметр определяет, насколько сильно wire объект сопротивляется колебаниям из-за сил растяжения.
Material
Physical
Compute Mass
Определяет, будет ли масса автоматически вычисляться из плотности и объема объекта.
Density
Масса wire объекта - это его объем, умноженный на его плотность. На объем влияет параметр 'width'.
Mass
Абсолютная масса объекта.
Width
Ширина wire объекта определяет диаметр каждого цилиндрического сегмента.
Friction
Коэффициент трения объекта. Значение 0 означает, что у объекта нет трения. Данный параметр определяет, насколько столкновения влияют на скорость движения по касательной.
Dynamic Friction Scale
Объект при скольжении может иметь более низкий коэффициент трения, чем объект в состоянии покоя. Данный параметр является коэффициентом, связывающим эти два состояния. Это не коэффициент трения, а шкала от нуля до единицы.
Значение 1 означает, что динамическое трение равно статическому трению. Значение 0 означает, что, как только статическое трение преодолевается, то у объекта отсутствует трение.
Elasticity
Linear Spring Constant
Этот параметр определяет, насколько сильно wire объект сопротивляется растяжению.
Linear Damping Constant
Этот параметр определяет, насколько сильно wire объект сопротивляется колебаниям благодаря силам растяжения.
Angular Spring Constant
Этот параметр определяет, насколько сильно wire объект сопротивляется изгибу.
Angular Damping Constant
Этот параметр определяет, насколько сильно wire объект сопротивляется колебаниям благодаря силам изгиба.
Adjust For Length
Включение этого параметра позволит отрегулировать силу упругости и амортизации в зависимости от длины сегмента. Это позволяет избежать зависимости гибкости wire объекта от количества сегментов.
Adjust For Mass
Включение этого параметра позволит отрегулировать силу упругости и амортизации в зависимости от массы сегмента. Это позволяет избежать зависимости гибкости wire объекта от массы.
Plasticity
Stretch Threshold
Этот параметр определяет предел растяжения wire объекта.
Stretch Rate
Этот параметр определяет, как быстро wire объект достигнет предела растяжения.
Stretch Hardening
Этот параметр определяет, в каком случае wire объект при растяжении становится более тугим (если значение больше 1) или ослабленным (если меньше 1).
Bend Threshold
Этот параметр определяет предел изгиба wire объекта.
Bend Rate
Этот параметр определяет, как быстро wire объект достигнет предела изгиба.
Bend Hardening
Этот параметр определяет, в каком случае wire объект при изгибании становится более тугим (если значение больше 1) или ослабленным (если меньше 1).
Fracturing
Enable Fracturing
Fracture Threshold
This is the amount of relative stretch that will cause the geometry to break up into separate parts during the simulation. For example, if the threshold is set to 0.1, then the geometry may break in places where there is more than 10% stretch compared to the rest geometry.
Collisions
Collide Independent
If enabled, the wire object will be prevented from touching or passing through any affectors that have a Volume collider label (e.g., RBD Objects or the ground plane). This can make the simulation slower.
Collide Codependent
If enabled, the wire object will be prevented from touching or passing through all of its wire affectors. This can make the simulation much slower.
Collide Self
If enabled, the wire object will be prevented from touching or passing through itself. This can make the simulation much slower.
Repulsion
Сила отталкивания применяется для аккуратного раздвигания пересекающейся геометрии (включая пересечения, установленные параметром Collision Width). Этот параметр регулирует эту силу.
Collision Width
The width that is used to calculate whether the wire object has collided. This is scaled by the same point attributes as the width found in the Physical tab. This width acts as a diameter, creating a cylinder of this diameter between the end points of a wire segment.
When a wire object collides with a cloth object, the Cloth Thickness parameter in the cloth object will be used (it is used in the same way as described by the cloth object).
When a wire object collides with a non-wire, non-cloth object, then only the wire object will have a film around it (the polygons in the non-wire object will be treated as having a thickness of zero).
Drag
Normal Drag
Сила сопротивления оказывается в направлениях перпендикулярных wire объекту. Увеличение этого параметра приведет к тому, что wire объект будет развеваться по ветру, дующему на него. Для реалистичного взаимодействия с ветром, Normal Drag следует выбирать больше (примерно в 10 раз), чем Tangent Drag.
Tangent Drag
Оказывается сила сопротивления в направлениях касательных к wire объекту. Увеличение этого параметра приведет к тому, что wire объект будет следовать направлению ветра, не препятствуя ему.
External Velocity Field
The name of the external velocity fields on affectors that the wire will
respond to. The default is vel
, which will make the wire react to fluids
and smoke when the Tangent Drag and the Normal Drag have been
chosen sufficiently large. The Tangent Drag and Normal Drag forces
are computed by comparing the wire’s velocity with the external velocity.
External Velocity Offset
This offset is added to any velocity that’s read from the velocity field. When there’s no velocity field, then the offset can be used to create a wind force which has constant velocity everywhere. This wind effect is more realistic and more accurate than the wind that is generated by DOP Forces.
Visualization
Width
Turn this on to visualize the wire’s collision width in the viewport.
Width Color
Penetration
Turn this on to visualize the parts of the wire object which have collided, but which did not have the collision resolved.
Penetration Color
Use this parameter to choose the color for visualizing the wire’s width in the viewport.
Force Scale
This is used to define the scale of the force lines drawn in the viewport. Use a small value if the lines are too long and distracting, and a large value if you can’t see any lines.
Torque Scale
This is used to define the scale of the torque lines drawn in the viewport. Use a small value if the lines are too long and distracting, and a large value if you can’t see any lines.
External Force
Turn this on to see external forces, applied by DOPs Force nodes (such as the Fan DOP).
External Force Color
Use this parameter to choose the color for external forces in the viewport.
External Torque
Turn this on to see external torques, applied by DOPs Force nodes (such as the Drag DOP).
External Torque Color
Use this parameter to choose the color for external torques in the viewport.
Internal Force
Turn this on to see internal forces generated by a Wire Solver to resist stretching.
Internal Force Color
Use this parameter to choose the color for internal forces in the viewport.
Internal Torque
Turn this on to see internal torques generated by a Wire Solver to resist bending.
Internal Torque Color
Use this parameter to choose the color for internal torques in the viewport.
Collision Force
Turn this on to see the force preventing collisions in the viewport. This includes wire/volume collisions, wire/wire collisions and self-collisions.
Collision Force Color
Use this parameter to choose the color for collision forces in the viewport.
Constraint Force
Turn this on to see forces generated by a Wire Solver to satisfy constraints.
Constraint Force Color
Use this parameter to choose the color for constraint forces in the viewport.
Constraint Torque
Turn this on to see torques generated by a Wire Solver to satisfy constraints.
Constraint Torque Color
Use this parameter to choose the color for constraint torques in the viewport.
Impacts
Turn this on to see impacts in the viewport. The impacts may appear in strange locations: they are shown at the position where a collision would have happened.
Impacts Scale
This is used to define the scale of the lines drawn in the viewport to show impacts.
Use a small value if the lines are too long and distracting, and a large value if you can’t see the lines.
Impacts Color
Use this parameter to choose the color for impacts in the viewport.
Show Substep Impacts
Use this to show all impacts during a DOPs step. The wire solver takes many substeps per DOPs step. If this is cleared, only the impacts for the current substep are shown.
Axis
Turn this on to see each point’s orientation.
Axis Scale
This is used to define the scale of the axis lines drawn in the viewport. Use a small value if the lines are too long and distracting, and a large value if you can’t see any lines.
X Axis Color
Use this parameter to choose the color for local x-axis.
Y Axis Color
Use this parameter to choose the color for local y-axis.
Z Axis Color
Use this parameter to choose the color for local z-axis.
Inputs
First
The simulation objects to turn into Wire objects by attaching the appropriate data.
Outputs
First
The simulation objects which were passed into this node are output with the data required for them to be considered Wire Objects attached.
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.
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