Simulation globals
From Fracture FX
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+ | These attributes are the first group in the [[Globals]] tab and have a direct effect on the performance, accuracy, and behavior of the solver as well as allow a user to define which solver the current simulator will be using. | ||
+ | |||
+ | |||
==== Start time ==== | ==== Start time ==== | ||
{| class="wikitable" style="width: 100%" | {| class="wikitable" style="width: 100%" | ||
Line 66: | Line 69: | ||
! scope="row" width="75" | | ! scope="row" width="75" | | ||
| 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. | | 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. | ||
+ | |||
+ | This value should be increased with the scene scale. This can dramatically affect performance. The performance issues are normally first seen when connecting a fractured node to a simulator. | ||
+ | |||
<gallery widths="150px" perrow="3"> | <gallery widths="150px" perrow="3"> | ||
File:Globals draw points on 0.05.png|0.050 | File:Globals draw points on 0.05.png|0.050 | ||
Line 84: | Line 90: | ||
|- | |- | ||
! scope="row" width="75" | | ! scope="row" width="75" | | ||
− | | <gallery widths="150px" perrow="2"> | + | | Allows for visualization of the point separation. |
+ | <gallery widths="150px" perrow="2"> | ||
File:Globals draw points off.png|Off (default) | File:Globals draw points off.png|Off (default) | ||
File:Globals draw points on.png|On | File:Globals draw points on.png|On | ||
Line 102: | Line 109: | ||
! scope="row" width="75" | | ! scope="row" width="75" | | ||
| Currently active solver. To change solvers click on '''Choose...''' and from the popup menu select a solver to use for the current simulator. | | Currently active solver. To change solvers click on '''Choose...''' and from the popup menu select a solver to use for the current simulator. | ||
+ | [[File:Choose solver popup.png]] | ||
|} | |} | ||
Line 263: | Line 271: | ||
= 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 | ||
+ | |- | ||
+ | ! 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 = | ||
+ | ==== Add ground plane ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | bool | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | True | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | 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. | ||
+ | <gallery widths="150px" perrow="2"> | ||
+ | File:Globals add ground plane on.png|cube colliding at frame 25 | ||
+ | File:Globals add ground plane off.png|with no frame the cube continues falling at frame 25, and beyond | ||
+ | </gallery> | ||
+ | |} | ||
+ | |||
+ | ==== Transform ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | string | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | 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. | ||
+ | <gallery widths="150px" perrow="3"> | ||
+ | File:Globals add locator.png|attached locator | ||
+ | File:Globals plane rotated.png|the plane translated | ||
+ | File:Globals plane rotated simulation.png|the cube falls at the angle the plane is rotated in | ||
+ | </gallery> | ||
+ | |||
+ | '''NOTE: Translating the locator does not immediately update the plane. You must rewind the timeline to update the plane.''' | ||
+ | |} |
Latest revision as of 04:51, 11 October 2012
These attributes are the first group in the Globals tab and have a direct effect on the performance, accuracy, and behavior of the solver as well as allow a user to define which solver the current simulator will be using.
Contents |
[edit] Start time
type | float |
---|---|
default | 1.000 |
Start frame to initialize the simulator. |
[edit] Time
type | float |
---|---|
default | 1.000 |
Current time. |
[edit] Gravity
type | vector |
---|---|
default | 0.000 -9.810 0.000 |
Gravity force and direction. |
[edit] Apply fields
type | bool |
---|---|
default | True |
Apply the forces of connected fields to the fragments of the current simulator. |
[edit] Sampling
[edit] 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.
This value should be increased with the scene scale. This can dramatically affect performance. The performance issues are normally first seen when connecting a fractured node to a simulator. |
[edit] Draw points
type | bool |
---|---|
default | False |
Allows for visualization of the point separation.
|
[edit] Solver
[edit] 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. |
[edit] Num steps
type | int |
---|---|
default | 4 |
The number of sub-steps in time to take for each re-evaluation. Increase for more accuracy. |
[edit] Contact mode
type | option menu |
---|---|
default | mesh |
Change the method used to detect interference when resolving contacts. |
[edit] Passive collide
type | bool |
---|---|
default | False |
Check for collisions between passive objects, so they can trigger events. |
[edit] Num collision iters
type | int |
---|---|
default | 5 |
The number of iterations of collisions per time step. |
[edit] 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. |
[edit] Sub contact iters
type | int |
---|---|
default | 4 |
The number of iterations over each level in the contact graph. |
[edit] Advanced
[edit] Up direction
type | vector |
---|---|
default | 0.000 1.000 0.000 |
The upward direction for stacking. |
[edit] 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. |
[edit] contact shock limit
type | int |
---|---|
default | 20 |
The maximum number of impulses to apply between a pair of objects in contact, during shock propagation. |
[edit] Min points
type | int |
---|---|
default | 100 |
The minimum number of points with which to approximate a mesh. |
[edit] Positive band
type | int |
---|---|
default | 5 |
The thickness of the narrow band outside the object, measured in cells. |
[edit] Negative band
type | int |
---|---|
default | 5 |
The thickness of the narrow band inside the object, measured in cells. |
[edit] Limits
[edit] Minimum mass
type | float |
---|---|
default | 0.100 |
The masses of input of input objects and newly created fragments will be clamped by this minimum. |
[edit] Do speed limit
type | bool |
---|---|
default | False |
Non-physically limit the linear/angular speed. |
[edit] Linear speed limit
type | float |
---|---|
default | 10000.000 |
Units per second. |
[edit] Angular speed limit
type | float |
---|---|
default | 10000.000 |
Degrees per second. |
[edit] Ground plane
[edit] 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.
|
[edit] 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. |