Simulation globals
From Fracture FX
Contents |
Start time
type | float |
---|---|
default | 1.000 |
Start frame to initialize the simulator. |
Time
type | float |
---|---|
default | 1.000 |
Current time. |
Gravity
type | vector |
---|---|
default | 0.000 -9.810 0.000 |
Gravity force and direction. |
Apply fields
type | bool |
---|---|
default | True |
Apply the forces of connected fields to the fragments of the current simulator. |
Sampling
Point separation
type | float |
---|---|
default | 0.100 |
min | 0.001 |
Controls the sampling accuracy when converting meshes to point clouds and distance fields. This value is used as the maximum distance between point samples, and the size of a cell in the distance field.
|
Draw points
type | bool |
---|---|
default | False |
Allows for visualization of the point separation.
|
Solver
Solver
type | string |
---|---|
default | internal |
Currently active solver. To change solvers click on Choose... and from the popup menu select a solver to use for the current simulator. |
Num steps
type | int |
---|---|
default | 4 |
The number of sub-steps in time to take for each re-evaluation. Increase for more accuracy. |
Contact mode
type | option menu |
---|---|
default | mesh |
Change the method used to detect interference when resolving contacts. |
Passive collide
type | bool |
---|---|
default | False |
Check for collisions between passive objects, so they can trigger events. |
Num collision iters
type | int |
---|---|
default | 5 |
The number of iterations of collisions per time step. |
Num contact iters
type | int |
---|---|
default | 5 |
The number of iterations of contact processing per time step. This is more important for accuracy than collision processing. |
Sub contact iters
type | int |
---|---|
default | 4 |
The number of iterations over each level in the contact graph. |
Advanced
Up direction
type | vector |
---|---|
default | 0.000 1.000 0.000 |
The upward direction for stacking. |
contact impulse limit
type | int |
---|---|
default | 5 |
The maximum number of impulses to apply between a pair of object in contact, for a regular contact graph sweep. |
contact shock limit
type | int |
---|---|
default | 20 |
The maximum number of impulses to apply between a pair of objects in contact, during shock propagation. |
Min points
type | int |
---|---|
default | 100 |
The minimum number of points with which to approximate a mesh. |
Positive band
type | int |
---|---|
default | 5 |
The thickness of the narrow band outside the object, measured in cells. |
Negative band
type | int |
---|---|
default | 5 |
The thickness of the narrow band inside the object, measured in cells. |
Limits
Minimum mass
type | float |
---|---|
default | 0.100 |
The masses of input of input objects and newly created fragments will be clamped by this minimum. |
Do speed limit
type | bool |
---|---|
default | False |
Non-physically limit the linear/angular speed. |
Linear speed limit
type | float |
---|---|
default | 10000.000 |
Units per second. |
Angular speed limit
type | float |
---|---|
default | 10000.000 |
Degrees per second. |
Ground plane
Add ground plane
type | bool |
---|---|
default | True |
Adds a ground plane to the simulator. The effect of the plane is infinite even tho it is only drawn on a 10x10 scale on the XZ plane and lies on 0 in Y. This is the default plane all objects collide with. If turned off the objects will fall through space if no other geometry has been assigned as an alternate plane.
|
Transform
type | string |
---|---|
Displays the name of a locator, if one is attached. By default there is no locator so to attach one click the Connect locator button. This will attach a locator to the plane which can be selected and used to translate the plane.
NOTE: Translating the locator does not immediately update the plane. You must rewind the timeline to update the plane. |