Houdini 20.5 MPM

MPM Configure

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There are several MPM Configure examples available through the tab menu. These are similar to shelf tools that put down networks of nodes for learning purposes. The basic MPM Configure example is a good starting point, as it is a simple setup that demonstrates how a typical node tree should be wired together.

This ready-to-use tool creates a sphere as the source and a box as a collider.

Important nodes

mpmsource

The first branch is the MPM Source, which defines the material you're going to simulate. It is also linked to the MPM Container in the third branch, which drives the resolution. The Emission Type is set to Once, so the simulation will only emit particles on the first DOP substep of the simulation.

mpmcollider

The second branch is the MPM Collider, which can either be animated or static. It is also linked to the MPM Container in the third branch, which is the same one that is being linked by the source. This node converts the box into a VDB.

mpmcontainer

The third branch is the MPM Container, which defines resolution of the simulation using the Particle Separation parameter, and allows boundaries to be defined which can either delete or bounce the particles on contact. When you reduce the Particle Separation by half, the resolution increases by a factor of 8.

mpmsolver

All 3 of the components mentioned above feed into the MPM Solver, which does the work of solving the scene.

Learning from this example

To...Do this

Change the material

Use the Material Preset parameter to easily change between materials such as: snow, soil, mud, concrete, metal, jello, rubber, water, honey, and sand. This will change the parameters and attributes of the material.

Make the sphere continuously emit the material

Change the Emission Type to Continuous, and set the Activation to 1. This will cause the simulation to continuously emit particles on each DOP substep.

Make the material stick to the collider

In the Material section, there are Friction and Sticky parameters. Increasing the value of the Sticky parameter to 1 will cause the material to stick to the collider as it moves.

Move the particles

Give your particles some Velocity. For example, if you set the Velocity to -1 in the X-axis, they will be thrown to the side instead of falling straight down.

Make the collider animated

  1. Add a Transform SOP between the mpmcollider and the mpmsolver.

  2. Set the Rotate parameter on the Y-axis to $F*10 to make the box spin.

  3. On the MPM Collider, set the Collider Type to Animated Rigid.

Increase the resolution of the whole simulation

Decrease the Particle Separation on the MPM Container.

Increase the resolution of only the collider

Decrease the Voxel Size on the MPM Collider. For example, changing it from 0.1 to 0.05 will give the box more detail, but keep the material resolution the same.

Turn on boundaries to act as colliders

  1. On the MPM Container, turn on All in the Boundaries section.

  2. Select Closed from the dropdown menu.

Turn on boundaries to remove particles

  1. On the MPM Container, turn on All in the Boundaries section.

  2. Select Delete from the dropdown menu.

Increase the number of substeps based on the speed of the material

Reduce the CFL Condition on the MPM Solver.

Increase the number of substeps based on the type and stiffness of the material

Reduce the Material Condition on the MPM Solver.

MPM

Getting Started

MPM Configure Examples

Next Steps

Advanced