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
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.
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.
|
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.
cube colliding at frame 25
with no frame the cube continues falling at frame 25, and beyond
|
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.
the cube falls at the angle the plane is rotated in
NOTE: Translating the locator does not immediately update the plane. You must rewind the timeline to update the plane.
|