Houdini 20.5 Nodes Dynamics nodes

Ground Plane dynamics node

Creates a ground plane suitable for RBD or cloth simulations.

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The Ground Plane DOP creates a ground plane inside the DOP simulation. It creates a new object that has a simple grid geometry attached to it. The grid has a Volumetric Representation attached which simulates an infinitely large plane. This can be used as a collision surface for RBD, Cloth, and FLIP simulations.

Because the ground plane can be moved and reoriented, several ground planes can be used to box in an object.

Using Ground Planes

  1. Click the Ground Plane tool on the Rigid Bodies tab.

Note

You can transform, rotate, scale, and keyframe the ground plane at various frames.

Parameters

Object Name

The name for the created object.

Display Proxy Geometry

The display of the proxy geometry can be turned off.

For more complicated adjustments of the display status, including enabling the rendering of the proxy geometry, use the Rendering Parameters DOP.

Color

The primitive color for the guide grid to be drawn in.

Grid Size

The scale factor for the guide grid. Note that the underlying volumetric representation will continue to infinity, unaffected by this scale factor.

Some culling methods, such as used by the RBD Solver, look at the geometry to determine a bounding volume. These may require a larger grid to ensure the collision with the ground plane is tested.

Initial State

OBJ Path

Allows you to specify the position and rotation of the ground plane based on the position and rotation of an object at the scene level.

Position

The center of the ground plane.

Rotation

The orientation of the ground plane. This is in RX/RY/RZ format.

Physical

Bounce

The elasticity of the object. If two objects of bounce 1.0 collide, they rebound without losing energy. If two objects of bounce 0.0 collide, they come to a standstill.

Bounce Forward

The tangential elasticity of the object. If two objects of bounce forward 1.0 collide, their tangential motion is affected only by friction. If two objects of bounce forward 0.0 collide, their tangential motion is matched.

Friction

The coefficient of friction for the object. A value of 0 means the object is frictionless.

This governs how much the tangential velocity is affected by collisions and resting contacts.

Dynamic Friction Scale

An object sliding may have a lower friction coefficient than an object at rest. This is the scale factor that relates the two. It is not a friction coefficient, but a scale between zero and one.

A value of one means that dynamic friction is equal to static friction. A scale of zero means that as soon as static friction is overcome, the object acts without friction.

Temperature

Temperature marks how warm or cool an object is. This is used in gas simulations for ignition points of fuel or for buoyancy computations.

Since this does not relate directly to any real world temperature scale, ambient temperature is usually considered 0.

Outputs

First

The ground plane object created by this node is sent through the single output.

Locals

ST

The simulation time for which the node is being evaluated.

Depending on the settings of the DOP Network Offset Time and Scale Time parameters, this value may not be equal to the current Houdini time represented by the variable T.

ST 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

The simulation frame (or more accurately, the simulation time step number) for which the node is being evaluated.

Depending on the settings of the DOP Network parameters, this value may not be equal to the current Houdini frame number represented by the variable F. Instead, it is equal to the simulation time (ST) divided by the simulation timestep size (TIMESTEP).

TIMESTEP

The size of a simulation timestep. This value is useful for scaling values that are expressed in units per second, but are applied on each timestep.

SFPS

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

SNOBJ

The number of objects in the simulation. For nodes that create objects such as the Empty Object DOP, SNOBJ increases for each object that is evaluated.

A good way to guarantee unique object names is to use an expression like object_$SNOBJ.

NOBJ

The number of objects that are evaluated by the current node during this timestep. This value is often different from SNOBJ, as many nodes do not process all the objects in a simulation.

NOBJ may return 0 if the node does not process each object sequentially (such as the Group DOP).

OBJ

The index of the specific object being processed by the node. This value always runs from zero to NOBJ-1 in a given timestep. It does not identify the current object within the simulation like OBJID or OBJNAME; it only identifies 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 is -1 if the node does not process objects sequentially (such as the Group DOP).

OBJID

The unique 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. This is very useful in situations where each object needs to be treated differently, for example, to produce a unique random number for each object.

This value is also the best way to look up information on an object using the dopfield expression function.

OBJID is -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

The simulation time (see variable ST) at which the current object was created.

To check if an object was created on the current timestep, the expression $ST == $OBJCT should always be used.

This value is zero if the node does not process objects sequentially (such as the Group DOP).

OBJCF

The simulation frame (see variable SF) at which the current object was created. It is equivalent to using the dopsttoframe expression on the OBJCT variable.

This value is zero if the node does not process objects sequentially (such as the Group DOP).

OBJNAME

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 on only those 20 objects.

This value is the empty string if the node does not process objects sequentially (such as the Group DOP).

DOPNET

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 DOP, you could write the expression:

$tx + 0.1

…to make the object move 0.1 units along the X axis at each timestep.

Dynamics nodes