Houdini 中文帮助文档

Spring

模拟点被弹簧连接着的行为。

Spring会给每个点指定一个质量,并在点上模拟力的效果(重力,风,纹紊乱)。每个点会像弹簧那样,试图返回到其原始位置处。

You can:

使用节点上的Fix Point参数,配合一个点组,使网格特定的点停留在固定位置处。

使用力选项卡中的参数,给点运用方向力,阻力,紊乱力。

连接一个Force SOP到第三输入端,可以让你使用变形球吸引,或排斥粒子。

Tip

阻力值越大,或质量越小,步频消亡会越快。

Note

S平日们好 SOP可以用于模拟很多效果,但是对于复杂精致的模拟,可使用刚体,布料,或线动力学。

Note

如果输入的数据中,有点法线属性,但没有点速度属性,Spring 节点会使用点的法线作为初始点的速度。如果你像点上添加速度属性,点法线会被忽略。

Parameters

State

StartTimeTime at which the simulation resets.
Preroll TimeNumber of initial frames skipped.
Time IncTime per iteration.
Accurate MovesParticles move more accurately.
Attractor UseHow the attractor points affect particles

All pointsAll points affect each particle
Single point per particleOnly one point affects each particle

Forces

External ForceForce of gravity on points.
WindWind force acting on points.
TurbulenceAmplitude of turbulence along axes.
Turb PeriodInverse variance of turbulence over space.
SeedSeed for random turbulence generator.

Nodes

Fixed PointsGroup of points not to be moved by this operation.
Fixed Points go to Source PositionsFixed Points are put to their positions in the Source.
Copy Groups from SourceAll Source groups are copied at each frame. Useful if the Fixed Points group contents are animated.
Add Mass AttributeCauses point mass to be calculated.
MassRelative mass of each point.
Add Drag AttributeCauses drag coefficient to be calculated.
DragDrag of each point.
Spring BehaviorHow the springs will behave

Hooke’s LawUse Hooke’s law. Force = displacement x spring constant.
Normalize DisplacementLike Hooke’s law except displacement is normalized to the original length of the spring. (Behavior used in Houdini 2.5).
Spring ConstantStiffness of the spring
Initial TensionInitial spring tension before deformations.

Limits

+ Limit Plane, – Limit PlanePoints die or bounce off limit planes on contact. /limitposx … /limitposz, /limitnegx …
Hit BehaviorWhether particles die or bounce on limit planes.
Gain TangentEnergy loss tangent to the collision.
Gain NormalEnergy loss perpendicular to the collision.

Inputs

Spring SourceThe points to simulate, for example a polygon sphere or mesh.
Collision Object(Optional) Geometry for the points to collide with. When the points hit this geometry, they can stick or bounce. If the collision object is deforming, collision detection may fail, causing some points to leak through the collision geometry.
Force(Optional) A Force SOP, which uses a metaball to create a field which attracts or repels the points.
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