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grains

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GRAINS

sand castle masterclass

Getting Started

About Grains

* position based dynamics

Grains Network

Changing the behaviour of grains

How to simulate a stable pile of sand without grid patterns


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Dry Sand Creates a grain object from a piece of geometry.

Wet Sand Creates a grain object from a piece of geometry, with a clumpy wet look.

Sand Box Creates a patch of sand with a collision object which contains the sand.

RBD Grains Fills an object with spheres and uses the Bullet solver to drive them.

Upres Sand Takes each particle from your original simulation and replaces it with a cluster of new ones.

Granular Solid Fills an object loosely with grains and creates constraints to hold it together into one object.

Granular Sheet Fills the surface of an object with densely packed grains and makes constraints to hold them together.

Granular Strand Fills grains along the edges of polygons, creating a beaded wire effect.

Auto-Sleep Particles Allows grains to wake up and go to sleep based on the velocity of nearby particles.

Awaken By Geometry Activates particles near animated geometry.

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.