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SPH
simulations/sph·v1.5.1
IN:1 OUT:1
SUMMARY
The SPH operator turns the points of any POP into fluid particles that press toward a target density, drag each other along through viscosity and fall under gravity, using its own neighbor grid. It outputs a particle stream with the simulated P and PartVel.
Simple mode applies one solver step to the input every frame, while Advect runs a feedback loop (Initialize, Start, Play) with a Target Feedback Loop POP for forces downstream. The ground, a bounding box and a field collider act as fluid walls with friction, and Mesh Boundary samples a mesh collider so the fluid rests on it.
PARAMETERS
PAGESPH
| [+]Solver Mode | Solvermode | Simple is stateless and recomputed from the input each frame. Advect runs a feedback loop, started with Initialize then Start. |
| Target Feedback Loop POP | Targetpop | A reference to a POP node downstream in the network whose data is retrieved one frame later. P, PartVel and PartForce are read back. |
| Substeps | Substeps | Number of solver substeps per 1/60 second. More substeps are more stable. |
| Iterations | Iterations | Number of pressure iterations per substep. More iterations make the fluid stiffer and less compressible. |
| Time Scale | Timescale | Speed multiplier on the time step. 0 freezes and 2 doubles. |
| Time Step | Timestep | The time step per frame in seconds, 1 divided by the cook rate (read-only). Time Scale multiplies it. |
| Initialize | Initializepulse | Initializes the POP from its input and parameters. |
| Start | Startpulse | Start the simulation from the initialized state. |
| Play | Play | Pause or play the feedback loop. |
| Step | Steppulse | Advance the simulation by one frame while paused. |
PAGEProperties
| Smoothing Radius | Smoothingradius | Kernel radius. Particles closer than this interact. |
| Target Density | Targetdensity | Sets the rest density the pressure drives the fluid toward. The useful range is about 0.05 to 0.3 with a Smoothing Radius of 0.05. |
| Pressure Multiplier | Pressuremulti | Scales the pressure force that holds the fluid at Target Density. |
| Near Pressure Multiplier | Nearpressuremult | Scales a short-range repulsion that stops particles clumping. Keep it small; 0 is the calm default. |
| Viscosity | Viscosity | Viscosity of the fluid: 0 is inviscid, 0.1 is water, 1 is honey. |
PAGECollisions
| Enable Ground Collision | Enablegroundcollision | Collide with an infinite ground plane. |
| Display Ground | Displayground | Display the ground plane. |
| [+]Ground Position | Groundposition | A point on the ground plane. |
| [+]Ground Direction | Grounddirection | Normal of the ground plane. 0 1 0 is a level floor. |
| Ground Collision Margin | Groundmargin | Distance the particles keep from the ground. |
| Enable Bounding Box Collision | Enablebboxcollision | Keep the particles inside the bounding box. |
| Display Bounding Box | Displaybbox | Enable drawing the bounding box. |
| [+]Bounding Box Center | Bboxcenter | Center of the bounding box, in collider space. |
| [+]Bounding Box Size | Bboxsize | Size of the bounding box, in collider space. |
| Lower Bounds | Bboxlowerbounds | Enable the lower walls of the bounding box in each axis. |
| Upper Bounds | Bboxupperbounds | Enable the upper walls of the bounding box per axis. |
| Bounding Box Margin | Bboxmargin | Distance the particles keep from the box walls. |
| [+]Collision Type | Collisiontype | Selects the collider: none, a POP mesh (ray traced, Windows only) or a field used as an SDF volume. |
| Display Geometry | Displaygeo | Enable drawing the collider, as the mesh or the field's zero surface. |
| Collision Passes | Geocollisionpasses | Number of collider solves per substep. More passes hold fast moving geometry. |
| Mesh Boundary | Meshboundary | Treat the POP collider surface as an SPH wall of boundary particles. When off, only the cheaper hard ray collision is used. |
| Boundary Samples | Boundarysamples | Sets the number of boundary particles sampling the collider mesh. Aim for a spacing near half the Smoothing Radius. |
| Collision POP | Collisionpop | The collider, either a mesh POP or an SDF field volume. |
| [+]Dist Attribute (SDF) | Distattr | For a field collider, the signed distance attribute of the Collision POP, negative inside. |
| Solid | Solid | When on, particles inside the collider are pushed out. When off, the collider is hollow. |
| Keep Inside | Keepinside | When on, the collider is hollow and every outside particle is pulled back in. When off, only escaping particles are caught. |
| Project | Project | Place every particle on the collider surface instead of colliding. |
| Collision Offset | Collisionoffset | Distance the particles keep from the collider surface. |
| Collision Damping | Collisiondamping | Velocity lost on contact. 0 bounces and 1 stops. |
| [+]Transform Order | Xord | Sets the transform order of the collider and the bounding box. |
| [+]Rotate Order | Rord | Sets the order of the rotations of the collider and the bounding box. |
| [+]Translate | T | Translate the collider and the bounding box in the three axes. |
| [+]Rotate | R | Rotate the collider and the bounding box around the X, Y and Z axes. Angles are given in degrees. |
| [+]Scale | S | Scale factor for each axis of the collider and the bounding box. |
| [+]Pivot | P | The pivot point for the rotate and scale of the collider and the bounding box. |
| Uniform Scale | Scale | Specifies a uniform scale factor for the collider and the bounding box. |
| [+]Display Color | Displaycolor | Sets the color of the displayed guides. |
PAGEForces
| [+]Gravity | Gravity | The gravity vector in units per second squared. |
| Gravity Multiplier | Gravitymultiplier | Multiplies the Gravity vector. |
| [+]Wind Direction | Winddirection | The direction the wind blows in. Its length does not matter. |
| Wind Speed | Windspeed | The wind acceleration along Wind Direction, in units per second squared. |
| Velocity Damping | Velocitydamping | Amount of damping applied to the velocity. 0 applies no damping. |
| Limit Velocity | Limitvelocity | Enable clamping the particle speed to Max Velocity. |
| Max Velocity | Maxvelocity | Sets the speed cap, the same at any frame rate. 100 gives 16.7 units per second. |
| Static Threshold | Staticthreshold | Sets the static friction coefficient. Contacts below it grip. |
| Dynamic Scale | Dynamicscale | Sets the kinetic friction coefficient that slows sliding contacts. |
PAGECommon
| Free Extra GPU Memory | Freeextragpumem | Free memory that has accumulated when output memory has grown and shrunk. |
INPUTS
Input 0
POP - Particles InOUTPUTS
Output 0
POP - Particles Out
