Simulation globals

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(Solver)
(Limits)
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= Limits =
 
= Limits =
 +
==== Minimum mass ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| float
 +
|-
 +
! scope="row" width="75" | default
 +
| 0.100
 +
|-
 +
! scope="row" width="75" |
 +
| The masses of input of input objects and newly created fragments will be clamped by this minimum.
 +
|}
 +
 +
==== Do speed limit ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| bool
 +
|-
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! scope="row" width="75" | default
 +
| False
 +
|-
 +
! scope="row" width="75" |
 +
|Non-physically limit the linear/angular speed.
 +
|}
 +
 +
==== Linear speed limit ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| float
 +
|-
 +
! scope="row" width="75" | default
 +
| 10000.000
 +
|-
 +
! scope="row" width="75" |
 +
| Units per second.
 +
|}
 +
 +
==== Angular speed limit ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| float
 +
|-
 +
! scope="row" width="75" | default
 +
| 10000.000
 +
|-
 +
! scope="row" width="75" |
 +
| Degrees per second.
 +
|}
 +
 
= Ground plane =
 
= Ground plane =

Revision as of 23:15, 8 July 2012

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.

Choose solver popup.png

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

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