Parameter Reference

Every hand-authored parameter on the Advanced Velocity node, grouped the way it appears in the interface. Names in code are the internal parameter names.

Each velocity type also carries an identical Adjust and Mask pair, promoted from Houdini's Attribute Adjust nodes — not repeated here; see Adjust and Mask and the SideFX pages for the full reference.

Top level

Parameter Name Description
Group group Point group that receives the final velocity write. Points outside it keep the velocity they arrived with.
Mode av_mode Timed Events: the output is a sequence of baked events. Single Field: the setup is evaluated live and written straight to the output.

Events

Visible in Timed Events mode. See Timed Events for the workflow.

Parameter Name Description
At Frame dyn_now Live readout of which events are contributing at the current frame, and by how much.
Stale dyn_recall_note Warns when the live Setup no longer matches the event it was last based on.
(warning) Unplayable events stale_bake_label Appears when the input's point count no longer matches what an event baked against, so those events write zero. Fix with Utilities ▸ Re-bake All Events.
Record / Stop / Create Event record_events, stop_events, create_event Play the range for live marking; stop; bake the current setup into a new event at the current frame.
Copy Event copy_event Duplicate an existing event at the current frame, nothing re-baked.
Sort by Frame dyn_sort_events Reorder the event rows chronologically.
Solo / Mute dyn_solo, dyn_mute Play only / ignore the listed events. Space-separated numbers and ranges (1 3-5); the dropdowns add to the list.

Per event

Parameter Name Description
Name ev_name# Label for the event, shown on its tab and the timeline.
Event Frame ev_frame# The peak frame — Attack ramps into it, Release ramps out of it.
Captured ev_summary# What the event actually baked: types, point count, peak speed.
Event Options ▸ Track Motion ev_track# Re-aim the event's directional velocity at the pieces' predicted positions each frame. On by default, and what makes To Rest Pose work at all. Refuses when anything per-point (Adjust, Mask, Distance Falloff) sits between the field and the bake; Captured says so.
Event Options ▸ Create Rest Position Attribute ev_rest_en# Record this event's positions into a <name>_rest attribute for To Rest Pose.
Event Options ▸ Mute Gravity ev_mute_grav# Off / During Impulse (attack + hold) / Until Next Event / End. Off by default. The arrow button beside it propagates this event's setting to every other event. The third setting keeps gravity muted across the gap to the next event without holding the impulse on, so pieces coast instead of falling; on the last event it runs until that event stops contributing — to the end of the range when Release is off, since the envelope latches there. Mutes gravity for the whole solve, not just this event's pieces.
Event Options ▸ Stagger Points ev_stagger# Bring the points in one at a time across the event's window (Attack + Hold) instead of all at once. Off by default. Applied at playback, so it needs no re-bake. Waiting points hold in mid-air rather than falling.
Event Options ▸ Shape Distribution Ramp ev_stagger_shape# Reveal a ramp over the activation times.
Event Options ▸ Distribution ev_stagger_ramp# Left to right is each point's place in the shuffle, height is when it activates (0 = start of the window, 1 = end). Straight is an even spread.
Event Options ▸ Order ev_stagger_order# Who leads the cascade: Random, Strongest First (a shockwave out of a Point Source blast), Weakest First, Along Axis, or by piece size. Modes with nothing to measure fall back to Random.
Event Options ▸ Sweep Axis ev_stagger_axis# Direction of the Along Axis cascade — low end first. Negate to sweep the other way.
Timing ev_timing# Envelope: one Attack / Hold / Release around the Event Frame. Pulse: a train of grips distributed evenly across a range.
Range (F) ev_pulse_range# Pulse timing — the frames the train spans, starting at the Event Frame. Has its own Extend to Next + undo.
Pulse Count / Hold (F) ev_pulse_count#, ev_pulse_hold# How many grips tile the range; how long each counts as delivering energy (drives Injecting Now and Mute Gravity, anchored at each grip's peak).
Pattern / Curve ev_pulse_pattern#, ev_pulse_curve# Each grip's intensity: Hit (spike then decay), Build (ramp then cut, final grip holds), Wave (smooth swell). Curve eases Hit and Build.
Additional Exports ▸ Export Activation Age out_age Write @av_age: frames since a playing event last took hold of each point, −1 if never touched. Stagger- and pulse-aware — built for shading pickup glows. Timed Events only.
Additional Exports ▸ Export Trigger out_trigger Write @trigger: the magnitude the playing events are delivering this frame, with direction stripped away — for one event with no incoming base layer this is exactly length(@v). Follows Scale by Piece Size and Clamp Speed, and includes Event Strength but not Incoming Velocity. Events sum without cancellation, so two blasts pushing opposite ways read as a strong trigger even where @v cancels to zero. To use it in an RBD Bullet Solver you must list trigger in the solver's Overwrite Attributes field and remove v from it — otherwise the value never reaches the sim and your wrangle silently reads 0. See Exporting the trigger. Timed Events only.
Attack / Hold / Release ev_atk#, ev_hold#, ev_rel# Envelope phases in frames, each with its own enable checkbox, all on by default. Switch all three off to latch the event at full strength forever.
Extend to Next ev_extend# Set Hold so this event holds until the next event's Attack opens. Next is by frame, ignoring solo/mute. Refuses on the last event.
(undo, beside Extend to Next) ev_extend_undo# Put Hold back to what the last Extend to Next replaced. That setting only, one press deep; greyed until Extend has been used.
Attack / Release Curve ev_atk_curve#, ev_rel_curve# Ramp shape: Linear, Ease, Sharp, Snap, Soft.
Release Mode ev_rel_mode# Fade to Zero ramps out over the Release time; Drag decays at a rate, so thrown pieces visibly slow. The arrow button beside it propagates this event's mode to every other event.
Drag ev_drag# Decay per second, in Drag mode.
Recall / Update ev_recall#, ev_update# Load the event's setup back for editing / re-bake it from the live Setup.

Setup

Parameter Name Description
Fold / Unfold All dyn_fold_setup Collapse or expand the enabled velocity sections at once. Sections whose type is switched off are left closed — their controls are hidden anyway.
Clear Setup dyn_clear_setup Switch every velocity type in the live Setup off.

Every type's Adjust folder opens with the same row: Variation (variation16, five strengths), Randomize (randomize16, the dice), and Reset (reset_variation16).

Basic Velocity

Parameter Name Description
Add Basic Velocity add_basic_vel Header checkbox. One fixed vector applied to every point.
Value value1v The velocity vector, in units per second.

Directional Velocity

Parameter Name Description
Add Directional Velocity add_directional_vel Header checkbox.
Direction direction_source To Position (the default), SOP Path, Use Second Input, or To Rest Pose.
Create Point dir_create_point Second Input mode — builds an Add SOP with one point above the mesh and wires it in.
SOP Path dir_vel_sop_path The SOP whose geometry is the target.
Target Group dir_target_group Which part of the target the centre is computed from. A single point number aims at exactly that point.
Group Type dir_target_grouptype What kind of element the Target Group names (default Points, so a bare number means a point).
Method method How a single position is derived: Center of Mass, Bounding Box Center, Convex Hull Center.
Rest Pose Attribute / Strength rest_attrib, rest_strength To Rest Pose mode — which rest pose to aim at, and how fast.
Target Position dir_target_pos To Position mode — the world position to aim at.
Toward / Around / Away dir_aim_toward, dir_aim_around, dir_aim_away Snap Direction Bias to +1 / 0 / −1.
Direction Bias dir_bias The continuum: +1 at the target, 0 pure orbit, −1 straight away; in between spirals. Speed blends from orbital radius to full distance.
Orbit Axis dir_orbit_axis_mode Toward Target (moving the target tilts the spin) or Custom Vector.
Custom Axis dir_orbit_axis The fixed world axle direction, in Custom Vector mode.
Normalize Direction dir_normalize Unit-length direction, so distance no longer affects speed.
Distance Falloff dir_falloff_enable, dir_falloff_min, dir_falloff_max, dir_falloff_ramp Fade the velocity with distance to the target (from the axle when orbiting).

Exploding Velocity

Parameter Name Description
Add Exploding Velocity add_exploding_vel Header checkbox.
Origin exp_origin Whole Object, or Point Source.
Method exp_vel_method Whole Object — Centroid or Medial Axis.
Move Centroid t Whole Object — offsets the centre the burst radiates from.
Direction exp_direction Point Source — Off Surface (default), Outward, Inward, or Both (split thin objects).
Place Source exp_pick Enters the viewport placement state.
Source Position exp_source_pos The world-space blast origin, drawn with a radius sphere.
Depth Scroll Step exp_pick_depth_step How far one Shift + scroll notch pushes the source during placement. A plain scroll scales the Radius instead.
Falloff Radius exp_radius Blast reach, measured to each piece's real bounds.
Strength exp_strength Peak speed at the source, in units per second.
Never Push Into Surface exp_clamp_outward Mirror any velocity heading back into the body. Hidden in the modes that already leave it.
Falloff exp_falloff Multiplier across the blast — left is the source, right is the radius edge.
Show Affected Pieces / Affected Color exp_show_affected, exp_viz_ramp Highlight the pieces the blast will move, normalized to the strongest one. Drawn in the viewport only — nothing is written to the output.

Velocity from Motion

Parameter Name Description
Add Motion Velocity add_inherited_vel Header checkbox. Velocity from the input's frame-to-frame movement.
Velocity Scale inherited_scale Multiplier on the derived velocity.

Curl Noise Velocity

Parameter Name Description
Add Curl Velocity add_curl_vel Header checkbox. A divergence-free turbulent field.
Frequency / Amplitude curl_freq, curl_amp Vortex size and speed.
Reverse Direction curl_reverse Every swirl runs the other way.
Offset curl_offset Shifts the field — vary for a different swirl pattern.
Evolution Speed curl_evolve How fast the field churns over time. 0 holds it static.
Octaves / Roughness / Lacunarity curl_octaves, curl_rough, curl_lacunarity Fractal detail controls.

Angular Velocity

Parameter Name Description
Add Angular Velocity (@w) add_angular_vel Header checkbox. Writes @w.
Source angular_source Constant, or Inherited from Motion (needs a point orient on the input).
Angular Velocity Value angular_vel The spin axis and magnitude, radians per second.

Velocity Mixer

Parameter Name Description
Event Strength evmix_amount# Timed Events only — one slider per event, named live after it. Scales that whole event across the whole range, applied at playback (never makes the event stale). The Gains below balance the types inside an event; these balance the events against each other. Does not close Injecting Now / Mute Gravity — use Mute for that.
Mixer Mode mixer_mode Additive, or Weighted (Normalized).
Incoming Velocity add_input_vel, input_amount Feed the velocity already on the geometry in as another stream (on by default), and how much of it. In Timed Events it plays as a live base layer under the events.
Gains gain_basic, gain_dir, gain_exp, gain_inherited, gain_curl Additive — per-type multipliers before the sum.
Weights weight_basic, weight_dir, weight_exp, weight_inherited, weight_curl Weighted — blend weights, normalized against each other.
Master Speed out_master_scale Overall multiplier on the final combined velocity, both modes.

Output

Parameter Name Description
Combine Into Attribute out_combine Write the mixed result to the output attribute. On by default.
Muting Gravity dyn_mute_gravity Live 0/1 — 1 while any playing event is inside its Mute Gravity window. Drive a solver's gravity force from it. Always 0 in Single Field.
Create Connected RBD Sim make_rbd_sim Build an RBD Bullet Solver below the node, already gated on Injecting Now and Muting Gravity.
Output As out_as Velocity (@v) — set directly, what RBD reads — or Force (@force) — accumulated by POP and Vellum.
Velocity Attribute / Force Attribute out_attrib_name, out_force_name The written attribute name; only the field for the current Output As mode is shown, and both names are kept.
Injecting Now dyn_injecting Live 0/1: an event is delivering energy right now. Gate an RBD solver's Overwrite Attributes list on it — see Driving an RBD solver. This is the v workflow specifically; driving the solve from Export Trigger instead means listing trigger in that same field and not v, never both.
Clamp Speed out_clamp, out_clamp_min, out_clamp_max Clamp the final speed into a range.

Ballistic Motion (output 2)

Parameter Name Description
Add Ballistic Motion ballistic_enable Header checkbox, on by default. Output 2 delivers the pieces advanced along the authored velocity — no solver. Output 1 is untouched; with the toggle off, output 2 is empty.
Include Rotation ballistic_spin Fold baked @w into each packed piece's transform, so the pieces tumble as they fly.
Display Offset ballistic_offset Slide the flying pieces sideways, in multiples of the object's width — an exploded-view shift, recorded as jv_preview_shift.
Return to Home ballistic_return 0 = full flight, 1 = every piece back at exactly its input position. Keyframe it for a reassembly; the landing at 1 is exact by construction.
Return Shaping ▸ Return Profile ballistic_return_ramp Ramp over the return blend, for easing the approach.
Return Shaping ▸ Stagger / Return Order ballistic_return_stagger, ballistic_return_order Give each piece its own return window; Order picks who leads — Random, Nearest First, Farthest First. Everyone is home by 1.
Return Shaping ▸ Arc / Swirl / Swirl Axis ballistic_arc, ballistic_swirl, ballistic_swirl_axis Bow each return path sideways; Swirl blends the arcs toward a shared rotation about the axis — a vortex funnelling home.
Return Shaping ▸ Extra Turns / Seed ballistic_turns, ballistic_arc_seed Whole extra loops on the unwind (invisible at both ends), and the re-roll for the per-piece arc directions.
Return Shaping ▸ Show on Preview Ghost ballistic_preview Let the motion-preview ghost follow Return to Home too.
Return Shaping ▸ Return Paths viz_arc, viz_arc_color Draw each piece's route home as a guide curve — sampled from the same curve the blend walks.
Create Ballistic Return make_ballistic_return Builds a Ballistic Return node below this one — the same return, applied to a real simulation instead of the prediction.
Scale by Piece Size out_piece_scale, out_piece_influence Big chunks fly slower. Mass from a point mass attribute or the piece's size; Influence blends from uniform (0) to full inverse mass (1).
Additional Exports out_basic, out_dir, out_exp, out_inherited, out_curl Collapsed section — keep a sub-velocity on the output under its own name. In Timed Events the export carries the playing events' contribution (events baked before per-type storage need Update). Everything else is stripped.
Export Rest Position Attributes output_rest In Additional Exports — keep startframe_rest and every event's <name>_rest on the output, for reassembly or retargeting downstream.

Ballistic Return (the sidecar node)

Ballistic Motion returns the pieces home from a prediction. Often what you actually want is to reassemble a finished simulation — that has to happen downstream of the solver, on a node of its own. That node is Ballistic Return, and it ships in the same file: press Create Ballistic Return, or grab it from the JV tab menu.

It wires itself up: input 1 takes the simulated pieces (the RBD solver below your Advanced Velocity node, if there is one), input 2 takes the rest pose (Advanced Velocity's own first output — the geometry before anything moved it). Keyframe Return to Home from 0 to 1 and the pieces fly back together.

The landing is always exact because the blend's endpoint is absolute: at Return 1 the result is the rest pose, whatever the simulation was doing underneath, since the target isn't relative to the motion it replaces. Nothing is snapshotted either, so re-simulating upstream can never leave this node stale. Pieces are matched by point number, which a Bullet solve preserves.

Parameter Name Description
Return to Home ballistic_return 0 leaves the sim alone, 1 puts every piece back at exactly its rest position and orientation. Keyframe this.
Rest Attribute ballistic_rest_attrib Which pose to return to. Empty uses the second input's positions — the usual case. Name a vector point attribute on the first input instead (that is what Export Rest Position Attributes writes) and the pieces return to that captured pose.
Include Rotation ballistic_spin Also unwind each packed piece's orientation. Reads the rest transforms from the second input, so keep it wired; only does anything on packed geometry.
Return Shaping (same names as above) Return Profile, Stagger, Return Order, Arc, Swirl, Swirl Axis, Extra Turns, Seed and Return Paths — identical to the Ballistic Motion folder.

If your input mesh is animated, the second input's positions have moved on by the time the return happens, so "home" is a moving target. That's what Rest Attribute is for — turn on Export Rest Position Attributes upstream and return to startframe_rest (or any event's captured pose) instead. On a static mesh, leave the field empty.

Visualization

Parameter Name Description
(top right, icon) Reset Visualization viz_reset Put every control on this tab back to its default. Guide Density is re-picked from the current input rather than left at 1.0.
Show Guides viz_guides Master switch for all velocity guides.
Guide Global Scale viz_scale Length multiplier for all guide trails.
Normalize Guide Length viz_normalize, viz_normalize_amt Blends every trail toward one uniform length — the joined 0-1 slider controls how much. At 1, every guide draws at exactly Guide Global Scale length; directions never change, and the output is untouched.
Guide Density viz_density Fraction of trails actually drawn, for viewport speed. Picked for you the first time geometry is connected to a fresh node, aiming at roughly 500 trails; after that it is yours and is never changed again. On dense inputs the trails also auto-cap at the Visualization Limit; Density scales within that budget.
Arc Density viz_arc_density Fraction of the Return to Home arc paths drawn, independent of Guide Density. The Visualization Limit still applies on top.
Enforce Visualization Limit viz_limit_enable, viz_limit Point budget (default 100,000) capping how many guide trails are drawn. Raise it or switch it off to draw everything regardless of cost. Guide trails only — Preview Motion is not affected.

The next two groups appear in Timed Events only.

Parameter Name Description
Timed Events ▸ Source dyn_guide_source Which stream the guides draw: Setup, Events, or Both.
Timed Events ▸ Preview Motion dyn_preview, dyn_preview_ghost, dyn_ghost_color Advance the baked guides to the predicted positions, with an optional ghost of the pieces. Off by default — the most expensive control here: the ghost redraws your pieces on every refresh, which slows scrubbing and parm edits on heavy or textured objects.
Timed Events ▸ Ghost Style dyn_ghost_style How the ghost draws: Full Wireframe (default), Bounding Boxes (one wire box per piece, cheap at any density), or Points. Drop to Bounding Boxes or Points on heavy input.
Timed Events ▸ Offset dyn_preview_offset Slide the preview sideways, in multiples of the object's width.
Timed Events ▸ Unify Baked Guides viz_baked_yellow, viz_baked_tint Draw every baked-event guide in one colour instead of per-type colours.
Timeline HUD ▸ Event Timeline / Scheme viz_timeline, viz_timeline_scheme The on-screen frame ruler with a marker per event; Dark or Light palette. Drawn by the viewer state rather than as guide geometry, so Show Guides and the Visualization Limit do not affect it.
Parameter Name Description
Per-type rows viz_input, viz_basic, viz_dir, viz_exp, viz_inherited, viz_curl, viz_angular + _color + _scale A toggle, colour and extra scale per stream, incoming velocity included.

Utilities

Parameter Name Description
Output Guides Only (No Geometry) out_guides_only Output the guide curves instead of the geometry — for rendering the guides as their own pass. In Timed Events it always emits the baked event trails, ignoring Show Guides and Source (so the pass can't be empty), and respects Preview Motion — on, the trails follow the predicted motion; off, they sit at rest. The ghost never enters the pass.
Restore Viewport HUD util_restore_hud Re-enter the node's viewer state, bringing the event timeline back after an asset refresh.
Re-bake All Events rebake_events Repair every event after the input's point count changed (a re-fracture, deleted geometry, a different scatter). Each event is replayed against its own stored snapshot at its own frame, so timings and settings survive — unlike pressing Update on each row, which re-bakes from the live Setup.
Copy Events copy_events Copy this node's entire event set — baked fields included — to a disk clipboard that survives a Houdini restart.
Paste Events paste_events Replace the target node's events with the clipboard's, byte for byte. Asks for confirmation if the destination already has events. Pasted bakes belong to the setup that made them, so pasting onto a different input point count leaves them stale — fix with Re-bake All Events.
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About

Parameter Name Description
Current Version version2 The product version installed. The node checks for updates when you press its action buttons and tells you when a newer one is on Gumroad.