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OCEANS
VISCOUS FLUIDS
OPTIMIZATION
Pyro Container Creates a container for pyro effects.
Smoke Container Creates a container that can hold smoke.
Small Ocean Creates a small patch of ocean complete with a material and depth information.
Large Ocean Creates a large ocean complete with a material and depth information.
Guided Ocean Layer Creates a FLIP fluid simulation that simulates a thin layer of the ocean surface.
Wave Tank Creates a FLIP fluid simulation from an underlying ocean surface.
Beach Tank Creates a FLIP fluid simulation of a beach with continuous waves.
Flat Tank Creates a FLIP fluid simulation of a flat tank with a boundary layer.
Ocean Flat Tank Creates a FLIP fluid simulation from an underlying ocean surface.
Whitewater Creates spray, foam, and churn based on an underlying FLIP fluid simulation.
FLIP Fluid from Object Creates a FLIP Fluid Object from SOP Geometry.
FLIP Tank Generates node networks to create a half-filled box of FLIP fluid material, with proper boundary conditions to contain the fluid in the box.
Emit Particle Fluid Emits fluid into a FLIP simulation.
Sink from Objects Absorbs smoke, fire, liquid, or particle fluid in a container.
Sculpted Particle Fluid Calculates and creates particle fluid between the surface and container of fluid in a particle fluid simulation.
Crown Splash Creates a FLIP fluid simulation setup to create a crown splash.
Drip Fluid Creates a FLIP fluid simulation setup to create a dripping fluid effect.
Suction Fluid Creates a suction force to guide particles fluids toward a target object.
Condensation Creates a particle simulation to mimic condensation on geometry.
Make Viscous Turns on the viscosity parameters of a FLIP Fluid.
Whitewater Creates spray, foam, and churn based on an underlying FLIP fluid simulation.
Slice Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.
Slice along line Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.
Distribute particle fluid This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.
Collision Source Creates geometry and VDB volumes for use with DOPs collisions.
FLIP Source Creates a surface or density VDB for sourcing FLIP simulations.
Fluid Compress Compresses the output of fluid simulations to decrease size on disk
Ocean Evaluate Deforms input geometry based on ocean "spectrum" volumes.
Ocean Foam Generates particle-based foam
Ocean Source Generates particles and volumes from ocean "spectrum" volumes for use in simulations
Ocean Spectrum Generates volumes containing information for simulating ocean waves.
Ocean Waves Instances individual waveforms onto input points and generated points.
Particle Fluid Mask ?
Particle Fluid Surface Generates a surface around the particles from a particle fluid simulation.
Particle Fluid Tank Creates a set of regular points filling a tank.
Points from Volume Creates set of regular points filling a volume.
Melt Object Creates a melting object from geometry.
Lava from Object Creates a lava object from geometry.
Emit Lava Generates a continuous stream of hot lava from an object.
Heat Within Object Turns an object into a source of heating when particles pass through.
Cool Within Object Turns an object into a source of cooling when particles pass through.
Emit Steam on Collision Emits steam when a hot fluid comes into contact with a collider.
Sink from Objects Absorbs smoke, fire, liquid, or particle fluid in a container.
Slice Slices a particle fluid across an arbitrary plane for distribution to a simulation farm.
Slice along line Slices a particle fluid using a set number of slicing planes evenly spaced along a certain direction.
Distribute This tool sets up the networks of a simulated object so that it can be solved in parallel on multiple machines using HQueue.