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Since | 10.0 |
See how to use the pyro tools for information on the general workflow surrounding this node.
The Pyro Solver DOP sets objects to use the Pyro Dynamics solver.
If an object has this DOP as its “Solver” subdata, it will evolve itself as a Smoke object.
This solver makes use of various field subdata on the object. The
object should have a scalar field density
to track the density of the
smoke in space. The object should have a vector field called vel
to
track the velocity of each point in space. Optionally, a scalar field
called temperature
is needed for the internal buoyancy calculations.
To setup an object with the requisite subdata, use the Smoke Configure Object DOP.
Tip
If you are sourcing from an object that deforms, or collides with a deforming object, the solver will not pay attention to the per-point deformation. You need to set the Velocity Type to Point Velocity on the Advanced ▸ Forces ▸ Sources subtab.
Parameters ¶
Sources ¶
Any object with the source relationship will be unioned together and used as a source. Solid objects are converted into a field that is 1 inside the object and 0 outside. The maximum of this source field and the destination field is used for the new destination field.
Note that there are two possible fuel choices. One applies to fuel added to the main smoke object. The second controls how the sources on the second fuel object will behave. The fuel object can only inject fuel, thus the single option.
Emitters
Emit Smoke
Source objects add to the density field.
Smoke Amount
Scalar multiple for the source prior to computing the maximum with the density.
Emit Fuel
Source objects add to the fuel field.
Fuel Amount
Scalar multiple for the source prior to computing the maximum with the fuel.
Apply Temperature
Source objects add to the temperature field.
Temperature Scale
Scales the object’s temperature. Note that unlike fuel and smoke amounts, whether a voxel gets overwritten is unaffected by the temperature amount. A temperature amount of 0 does not turn off the addition of temperature, it just causes the newly set temperature to be 0.
Noise
Add Noise
Noise will multiply the source field with a noise field. This will turn the solid object into a Swiss cheesy object, often resulting in nicer chaotic behavior.
Amount
How much to mix the result of this calculation with the original source. A value of 0 is the same as not adding noise, 0.5 will blend 50% of each, and 1 will use the remapped noise value as the final source value.
Frequency-Flow Roughness
These control an anti-aliased flow noise VOP.
Contrast
How harsh the transition from 0 to 1 should be. A high contrast results in a sharp boundary between the kept and discarded regions, a low contrast results in a smoother drop off.
Map Noise Output to Final Source
Remaps the source value. This allows remapping the fall-off of the transition from sourced to non-sourced voxels. Alternately, by building a hill shaped ramp, one can extract a contour of the source shape rather than a solid version.
Simulation ¶
These controls govern how the simulation advances with time.
Limit Speed, Speed Limit
If set, each axis of the velocity field will be clamped to this maximum speed. This is done after the force computation and before the divergence or advection, so it is possible for the speed to end up slightly larger than this value.
Note
As the clamping is done per-axis, the velocity along the diagonal can be up to sqrt(3)
higher.
Viscosity
Viscosity is a force which tries to ensure that neighboring voxels have the same velocity. A zero value allows fluid in adjacent voxels to move any direction without resistance.
Higher values introduce a penalty effect when a voxel’s velocity varies from that of its neighbors. This is currently implemented by applying a diffusive term to the velocity field.
Cooling Rate
Controls how fast the temperature field trends to zero. A value of 0.9 will cause the temperature of hot gas to fall to 90% of its original value after one second.
Buoyancy Lift
An upwards force proportional to the difference between the ambient temperature and this voxel’s temperature will be applied with this scale factor. Thus voxel’s whose temperatures are higher than average will rise and those with values lower will sink.
Buoyancy Direction
The buoyancy force will be applied in this direction. It usually corresponds to the logical “up” direction.
Vortex Confinement
Instead of using explicit vorticles, the vortex locations can be detected from the velocity field directly. This parameter will cause existing vortices to be boosted by this value, increasing turbulence in the simulation that would otherwise be lost by the grid resolution. Too high a value can cause the simulation to become unstable and blow up.
Negative numbers can be used to suppress vortices and smooth out the simulation - but usually a better solution is just to use a lower resolution grid.
The scalar field called “confinement” is also multiplied into the vortex confinement value, allowing you to vary the amount of vortex boosting over space, or using a Gas Ramp, another field.
Velocity Damp
A global drag force on the velocity field.
Fuel
The physically correct thing is for fuel to move through the voxel grid in the same way as the smoke. However, in practice it is often useful to artificially speed up or slow down the fuel. For more complete control of the fuel, a separate smoke simulation can be run and used as a Source for the pyro sim.
Advect Fuel
If not advected, fuel will never move from where it is created.
Fuel Speed
A scalar multiple for how fast the fuel should move relative to the other fields, such as temperature and smoke. Making the fuel move slower can keep a fire more contained.
Combustion
The combustion model takes the fuel field and turns it into a burn, temperature, and density fields. If combustion is not enabled, the fuel field is ignored in the simulation.
Most of these options are documented in Gas Combustion DOP
Heat Source
Controls what initializes the heat field. If set to None, the heat field will not be changed by the smoke solver, which means it also will not cool down. Source means objects with a source relationship will set the heat field to 1 inside of the objects. Burn means to apply a maximum operation with the burn field, this is most sensible if a Use Fuel Model is enabled. The heat field tracks the velocity of the fluid so is useful to create a history of the burn field.
Heat Cool Time
How many seconds it takes the heat field to drop from a value of 1 to a value of 0. Note that the heat field will keep dropping below 0, becoming a sort of time-since-sourced field.
Diffusion
Turbulence operating at a finer scale than the sim will spread the the fields out. This can be modeled by blurring the fields over time. A diffusion of 2 will cause the field, after one second, to be blurred by a guassian with radius 2.
Turbulence
Creates a global turbulence field. This turbulent velocity field is modulated by the Force Scale Field and the lookup ramps provided. This controls where the turbulence shows up, so you can ensure it occurs only in the regions of the sim you want.
The noise parameters come from the Curl Noise VOP.
Scale
Strength of the force to add to the velocity field.
Mappings
These ramps allow one to control the specifics of the
turbulence noise according to the forcescale
value. The
result of using the ramp is multiplied with the corresponding
noise parameter.
Forces
Force Scale
A global scale factor on all forces applied to the simulation. 2 will make forces twice as strong, 0.5 half as strong.
Force Scale Blur
Diffuses the force scale. This occurs instantaneously, so is
the radius of blur to apply on this specific frame. Since the
forcescale
is regenerated every frame, this does not
accumulate. Ensures the resulting turbulent velocity field
has smooth edges avoiding boundary artifacts.
Force Scale Source
Controls the source of the initial Force Scale Field. Density and temperature mean it is copied verbatim from those fields. Density and Burn will take the maximum of the two fields, useful for ensuring frame one has as much force as later frames when the density fills in more.
Force Scale Field
When the Force Scale Source is Other, this is the field used for the initial Force Scale Field.
Note
This parameter will scale down all the forces that match the Scaled Forces parameter. For example, if you add your own drag, by default it will be scaled by the forcescale
.
Force Scale Range
The range of the initial force scale field that will be remapped to the 0..1 interval.
Map Force Scale Source to Force Scale
Remaps the force scale ramp with respect to itself.
Scaled Forces
Determines which DOP Forces will be scaled by the forcescale
value before being applied. These forces will be
proportional to the Force Scale Field on each voxel.
Absolute Forces
Determines which DOP Forces will be applied uniformly to all of the voxels of the simulation. The Force Scale Field will not be taken into account when evaluating these
Advanced Options ¶
Rest Field ¶
Speed
Controls how fast the rest field moves in response to the velocity field. To get the rest field to stick perfectly to the smoke a value of 1 would be used. This, however, quickly results in the rest field smearing out in streaks which is often not desired. By moving it slower than the actual smoke velocity the streaking can be diminished while still letting the rest field move with the smoke.
Initial Reset Frame
Which frame the rest field will be reset on. Delaying the initialization of the rest field until after any pre-roll is done can give a better result.
Reset Every Frames
The rest field will be reset every time this number of frames goes by.
Dual Rest Fields
Creates a rest2 field that is reset in a leapfrog fashion with the main rest field, allowing one to run long sims without popping.
Substepping ¶
Note that if you are using the alternate fuel model, the sub-stepping occurs independently for each object. In this case you are probably better off using dop simulation level sub-stepping.
Minimum Substeps
While the Pyro Solver tries to estimate the correct sub-step size for a stable simulation, if unusual forces are present it may take too large of a step.
By setting the minimum sub-step you can enforce stability.
Maximum Substeps
The Pyro Solver will not break the simulation down into more sub-steps than this.
It is a very good idea to always have a maximum to ensure frames will be finished regardless of their complexity. Lowering this ceiling can ensure a minimum computation time at the expense of accuracy.
CFL Condition
The CFL Condition is a factor used for automatically determining what size sub-step a scene requires. The idea is that any sub-step should not allow any objects to interpenetrate by more than one voxel cell.
This condition is met when this parameter is at 1. A value of 10 would allow a sub-step to move the smoke by as much as 10 voxel cells, possibly tunneling through objects rather than properly deflecting.
Advection Type
The type of advection to use. The Single Stage method is equivalent to the Gas Advect DOP, where each point is back traced through the velocity field once to find the new voxel value.
The BFECC and Modified MacCormack methods do a second basic advection stage to compute an estimate of the error introduced by the advection process. The field can then be corrected by this error, resulting in a sharper fluid that doesn’t disperse as much.
Clamp Values
The error correction factor can result in the new voxel values lying outside the range of the original field, resulting in negative density values, for example. Clamping will restrict each voxel to the range of values that are possible given its eight original values. Revert will, if the error-corrected voxel is out of range, revert back to the single-stage value. Reverting can avoid checker like artifacts where the error correction breaks down.
Advect Vel Type
The advection type of the velocity field can be controlled separately from the base fields. Using the higher advection methods will reduce the apparent viscosity of the field, but may end up adding energy or causing chatter.
Advection Method
Controls particle tracing.
Single step
Takes the velocity at each voxel and makes a single step in that direction for the time step. This is fastest and is independent of the speed of the velocity field, but will start to break up for large time steps.
Trace
Ensures the backtracking does not move more than a single voxel before its velocity is updated, allowing for larger time steps.
Midpoint
Like Trace but uses a higher order advection for more accuracy but slower simulation.
Advection CFL
When tracing the particles, this controls how many voxels may be stepped in a single iterations. Higher values will result in faster tracing, and hence faster advection, but more errors.
Projection Method
Controls what method is used to make the velocity field non-divergent. The PCG method has more accurate boundary conditions. It also avoids computations inside collision objects. The Multigrid method, however, is significantly faster, especially as the number of voxels increases.
Gauss Seidel Iterations
When a velocity field’s Velocity Sampling is “Center” (on the Initial Data tab of the Smoke object DOP), this specifies the number of iterations to project it.
The number of iterations also controls the maximum distance any change in the velocity field can have, so it should be about the width of the volume in voxels. Lower iterations will be faster but the field will not be as nice.
Multigrid Iterations
The multigrid method has inaccurate boundary enforcement. By repeating the enforcement/projection multiple times, it can quickly converge to an accurate solution. This should not have to be higher than 5.
Forces ¶
Vorticle Strength
An overall scale adjustment for the vorticle forces. Note vorticle forces are only present if data named vorticles is attached to the object.
Feedback Scale
A scale factor used in applying feedback forces to other objects. A value of zero prevents any feedback from occurring.
The value can be thought of as a density, so to have a default RBD object to balance a value of 1000 should be used.
Align Turbulence Calculation
The velocity field is often an offset field. To compute a turbulence, three passes are needed for the x, y, and z components. Enabling this option will compute the turbulence onto an aligned field and then average the result into the offset velocity field, which significantly reduces the amount of noise calculations required.
Object Merge Options ¶
Collisions ¶
Restrict Mask to Bandwidth
The collision mask is an SDF built storing the distance to the collision geometry for each node. By default, it is only calculated up to a certain distance from the collision geometry.
However, if you want to use this field for special effects (such as having things react before they reach the object), one might want to compute the full range of the mask.
Use Point Velocity for Collisions
When building the collision field for the smoke use the collision objects per-point motion to detect deformation.
This allows one to properly react to deforming objects. This only will work if the objects have a consistent point count, however.
Use Volume Velocity for Collisions
When building the collision field for the smoke use the collision objects change in volume representation to detect deformation.
This allows objects that are deforming over time and changing point count to still properly affect the smoke.
Temperature Merge
Controls how the source object’s temperature physical parameter will affect the smoke’s temperature field. The options match those for Velocity Merge.
Collide with Non-SDF
Allows the fluid to collide with objects that don’t have Geometry/SDF, such as other fluids.
Extrapolate into Collisions
The density and fuel fields are copied into the collision field, causing the smoke to become sticky and not have an air gap between it and the collision surface when rendered. This also helps prevent smoke from tunneling through moving collision objects.
Correct Collisions
Density and fuel fields that are inside the collision object are set to 0. This helps ensure fuel and density can not leak through moving objects.
Sources ¶
Velocity Merge
Controls how the source object’s velocity will affect the smoke’s velocity field.
None
The source velocity will be ignored.
Weighted Average
A blend of the gas’s velocity field and the source object’s velocity will be done with the weights for each dependent on the relative densities.
Net New Source
The object’s velocity will affect the field to an extent that the source’s density is greater than the original density.
If you add smoke with a maximum operator (the default) this has the effect of only having newly added smoke affect the velocity field.
Velocity Type
Rigid Velocity
The velocity of the object treating it as a rigid body. Only the angular velocity and linear velocity will be used, no local deformation will be taken into account.
Point Velocity
The velocity of the object attempting to take into account deformation by using point history. This only works if the topology doesn’t change.
Volume Velocity
Uses the SDF representation of the object to detect deformation. Does not require a fixed topology over time, but cannot detect tangential velocities.
Temperature Merge
Controls how the source object’s temperature physical parameter will affect the smoke’s temperature field. The options match those for Velocity Merge.
Pumps ¶
Velocity Type
Controls how the pump object’s per point velocity is computed.
Rigid Velocity
The velocity of the object treating it as a rigid body. Only the angular velocity and linear velocity will be used, no local deformation will be taken into account.
Point Velocity
The velocity of the object attempting to take into account deformation by using point history. This only works if the topology doesn’t change.
Volume Velocity
Uses the SDF representation of the object to detect deformation. Does not require a fixed topology over time, but cannot detect tangential velocities.
Temperature Merge
Controls how the pump object’s temperature physical parameter will affect the smoke’s temperature field.
The choices are to leave it unaffected or to directly set the interior of the pump to the pump temperature.
Clear ¶
Fields to Clear
Zeros out the specified types of fields after the solve
step. This ensures the .sim
files, which store the
complete state of the simulation, do not have any
information not needed, reducing their size and save time.
None
No special clearing of fields is done.
Static
Fields not needed for next time step are cleared. Note that some guides will thus start showing up as zero as the underlying field got cleared.
Additional
A space separated list of extra fields that should be cleared post-solve.
Parameter Operations
Each data option parameter has an associated menu which specifies how that parameter operates.
Use Default
Use the value from the Default Operation menu.
Set Initial
Set the value of this parameter only when this data is created. On all subsequent timesteps, the value of this parameter is not altered. This is useful for setting up initial conditions like position and velocity.
Set Always
Always set the value of this parameter. This is useful when specific keyframed values are required over time. This could be used to keyframe the position of an object over time, or to cause the geometry from a SOP to be refetched at each timestep if the geometry is deforming.
You can also use this setting in
conjunction with the local variables for a parameter value to
modify a value over time. For example, in the X Position, an
expression like $tx + 0.1
would cause the object to
move 0.1 units to the right on each timestep.
Set Never
Do not ever set the value of this parameter. This option is most useful when using this node to modify an existing piece of data connected through the first input.
For example, an RBD State DOP may want to animate just the mass of an object, and nothing else. The Set Never option could be used on all parameters except for Mass, which would use Set Always.
Default Operation
For any parameters with their Operation menu set to Use Default, this parameter controls what operation is used.
This parameter has the same menu options and meanings as the Parameter Operations menus, but without the Use Default choice.
Make Objects Mutual Affectors
All objects connected to the first input of this node become mutual affectors.
This is equivalent to using an Affector
DOP to create an affector relationship between
*
and *
before connecting it to this node. This option makes it
convenient to have all objects feeding into a solver node affect
each other.
Group
When an object connector is attached to the first input of this node, this parameter can be used to choose a subset of those objects to be affected by this node.
Data Name
Indicates the name that should be used to attach the data to an object or other piece of data. If the Data Name contains a “/” (or several), that indicates traversing inside subdata.
For example, if the Fan Force DOP has the default Data Name “Forces/Fan”. This attaches the data with the name “Fan” to an existing piece of data named “Forces”. If no data named “Forces” exists, a simple piece of container data is created to hold the “Fan” subdata.
Different pieces of data have different requirements on what names should be used for them. Except in very rare situations, the default value should be used. Some exceptions are described with particular pieces of data or with solvers that make use of some particular type of data.
Unique Data Name
Turning on this parameter modifies the Data Name parameter value to ensure that the data created by this node is attached with a unique name so it will not overwrite any existing data.
With this parameter turned off, attaching two pieces of data with the same name will cause the second one to replace the first. There are situations where each type of behavior is desirable.
If an object needs to have several Fan Forces blowing on it, it is much easier to use the Unique Data Name feature to ensure that each fan does not overwrite a previous fan rather than trying to change the Data Name of each fan individually to avoid conflicts.
On the other hand, if an object is known to have RBD State data already attached to it, leaving this option turned off will allow some new RBD State data to overwrite the existing data.
Solver Per Object
The default behavior for solvers is to attach the exact same solver to all of the objects specified in the group. This allows the objects to be processed in a single pass by the solver, since the parameters are identical for each object.
However, some objects operate more logically on a single object at
a time. In these cases, one may want to use $OBJID
expressions
to vary the solver parameters across the objects. Setting this
toggle will create a separate solver per object, allowing $OBJID
to vary as expected.
Setting this is also required if stamping the parameters with a Copy Data DOP.
Inputs ¶
First Input
This optional input can be used to control which simulation objects are modified by this node. Any objects connected through this input and which match the Group parameter field will be modified.
If this input is not connected, this node can be used in conjunction with an Apply Data node, or can be used as an input to another data node.
All Other Inputs
If this node has more input connectors, other data nodes can be attached to act as modifiers for the data created by this node.
The specific types of subdata that are meaningful vary from node to node. Click an input connector to see a list of available data nodes that can be meaningfully attached.
Outputs ¶
First Output
The operation of this output depends on what inputs are connected to this node. If an object stream is input to this node, the output is also an object stream containing the same objects as the input (but with the data from this node attached).
If no object stream is connected to this node, the output is a data output. This data output can be connected to an Apply Data DOP, or connected directly to a data input of another data node, to attach the data from this node to an object or another piece of data.
Locals ¶
channelname
This DOP node defines a local variable for each channel and parameter on the Data Options page, with the same name as the channel. So for example, the node may have channels for Position (positionx, positiony, positionz) and a parameter for an object name (objectname).
Then there will also be local variables with the names positionx, positiony, positionz, and objectname. These variables will evaluate to the previous value for that parameter.
This previous value is always stored as part of the data attached to the object being processed. This is essentially a shortcut for a dopfield expression like:
dopfield($DOPNET, $OBJID, dataName, "Options", 0, channelname)
If the data does not already exist, then a value of zero or an empty string will be returned.
DATACT
This value is the simulation time (see variable ST) at which the current data was created. This value may not be the same as the current simulation time if this node is modifying existing data, rather than creating new data.
DATACF
This value is the simulation frame (see variable SF) at which the current data was created. This value may not be the same as the current simulation frame if this node is modifying existing data, rather than creating new data.
RELNAME
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).
In this case, this value is set to the name of the relationship to which the data is being attached.
RELOBJIDS
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).
In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affected Objects of the relationship to which the data is being attached.
RELOBJNAMES
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).
In this case, this value is set to a string that is a space separated list of the names of all the Affected Objects of the relationship to which the data is being attached.
RELAFFOBJIDS
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).
In this case, this value is set to a string that is a space separated list of the object identifiers for all the Affector Objects of the relationship to which the data is being attached.
RELAFFOBJNAMES
This value will be set only when data is being attached to a relationship (such as when Constraint Anchor DOP is connected to the second, third, of fourth inputs of a Constraint DOP).
In this case, this value is set to a string that is a space separated list of the names of all the Affector Objects of the relationship to which the data is being attached.
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.