Changelog
Version 1.1
The first public release — version 1.0 below is the feature set it launched with, finished just before the store went live.
Ballistic Motion — the node grew a second output
- Output 2 delivers the pieces already flying — advanced along the velocity you authored, tumbling with any baked
@w, no solver required. Output 1 is untouched, so your sim workflow doesn't change; the second output is for previz, motion-graphics moves, or anywhere a real solve is overkill - Return to Home — keyframe one slider from 0 to 1 and every piece flies back to exactly where it started, however far the motion has carried it. The landing is exact by construction: at 1 the output equals the input to the last bit
- Return Shaping — arc the return paths, swirl them around an axis into a vortex, add whole extra turns, and stagger the arrivals (random, nearest first, or farthest first). None of it can break the landing
- Optional return-path guides draw each piece's route home, sampled from the same curve the motion actually follows
- Ballistic Return — a second node, shipped in the same file, that applies the whole return to a finished simulation instead of to the prediction. Create Ballistic Return builds it below your solver and wires it up; it can also return to a captured rest pose by name, for animated inputs
Event Strength
- Per-event sliders at the top of the Velocity Mixer — scale whole events against each other after the fact, live at playback, no re-baking. The type Gains balance the streams inside an event; Event Strength balances the events
Visualization
- Ghost Style for the motion preview: Full Wireframe, Bounding Boxes (the new default — one wire box per piece, cheap at any density), or Points
- Preview Motion no longer switches itself off on heavy inputs — the Visualization Limit now governs the guide trails only
Bug fixes and improvements
- Three Point Source menus (Origin, Method, Direction) could display the wrong entry — and Point Source could not actually be picked from the Origin menu. Fixed
- Output Guides Only now respects Preview Motion — with the preview on, the rendered guide pass follows the predicted motion instead of sitting pinned at rest; the ghost still never enters the pass
- Propagate to All arrow buttons beside each event's Mute Gravity and Release Mode — copy that setting to every other event in one click, live at playback
- Creating an event now switches the Events list to its tab, Create Connected RBD Sim no longer steals the display flag, and a tidier panel throughout: clearer type labels, a Return Shaping group, and attribute-name fields that only show for the active Output As mode
Version 1.0
The launch feature set.
Velocity types
- Six velocity types on one node — Basic, Directional, Exploding, Velocity from Motion, Curl Noise, and Angular (
@w) — each in its own section with a header checkbox, its controls hidden until switched on - Identical Adjust and Mask controls on every type, promoted from Houdini's Attribute Adjust nodes, plus a one-click Randomize row with five variation strengths
- Directional velocity with a Direction Bias continuum — at the target, orbiting it, away from it, or anything between (spirals) — with target sources covering another SOP, the second input, a captured rest pose, or a typed position
- Exploding velocity from the whole object (Centroid or Medial Axis) or a Point Source, with interactive viewport placement, a live radius sphere, an affected-piece tint, and Off Surface / Outward / Inward / Both directions
- Velocity inherited from animated input, and divergence-free curl turbulence with fractal detail and time evolution
Timed Events
- Bake the setup into events at different frames and play them back as one summed timeline — create, record live, copy, sort, solo and mute
- Per-event Attack / Hold / Release envelopes in frames, with curve presets (on by default, switch all off to latch for RBD injection), a Drag release that visibly slows thrown pieces, and Extend to Next to hold an event until the following one opens
- Pulse timing as an alternative to the envelope — an event repeats across a range as a Hit, Build or Wave, with its own count, easing and hold width
- An on-screen event timeline with per-event state markers, a stale-event warning tied to the Recall / Update editing loop, and an At Frame readout
- Motion preview — guides and a tumbling wireframe ghost advanced to where the events predict the pieces will be — with per-event Track Motion re-aiming directional fields as pieces travel
- Rest-position attributes per event — with Track Motion, a later event pulls every piece back to its own captured position
- Stagger Points per event — the points of an event arrive one at a time across its window instead of all at once, with an optional ramp to shape the distribution and an Order that leads the cascade at random, strongest or weakest first, along an axis, or by piece size
- Injecting Now output signal for gating an RBD solver, so physics owns the pieces between impulses
Mixing and output
- Additive mixing with per-type gains, or weighted mixing normalized across the enabled streams, with one Master Speed
- Incoming Velocity as its own stream, on by default — nodes stack, caches survive, and in Timed Events it plays as a live base under the events
- Velocity output for the RBD Bullet Solver or accumulated force for POP / Vellum, with independent velocity / force attribute names
- Injecting Now and per-event Mute Gravity signals for gating an RBD solve — gravity can stay muted until the next event, or to the end of the shot on the last one, so pieces coast instead of falling between beats while physics still owns them — plus Create Connected RBD Sim to wire a solver to both in one click
- Scale by Piece Size — big chunks fly slower, from a mass attribute or each packed piece's real size
- Speed clamping, per-stream exports, an Activation Age export (
@av_age, frames since an event took hold of each point) for driving shading pickup, and an output stripped of every internal attribute
Visualization
- Per-type guide trails scaled by each stream's real contribution to the mix, drawn as guide geometry that never touches the output
- Guide density control for heavy fractures, per-type colours and scales, and a Utilities toggle to output the guide curves themselves for rendering
Future updates and their changes will be listed here. Your purchase includes all future versions of Advanced Velocity at no extra cost — check back after updating to see what's new.