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Garment-Related Parameters Summary Doc

Particle Material

Reference Doc Link: Particle Material Doc

Related Parameters:

  • Adhesion
    Range: [0, inf)
    A higher value indicates stronger adhesion between particles and objects (rigid or deformable), making them more likely to stick together.

  • Adhesion Offset Scale
    Range: [0, inf)
    A higher value increases the effective range of adhesion.

  • Cohesion (primarily affects fluids)
    Range: [0, inf)
    Cohesion represents the attraction between particles, helping them maintain a cohesive shape. Higher values result in stronger attraction, which can make fluids appear jelly-like if set too high.

  • Particle Adhesion Scale
    Range: [0, inf)
    Controls the adhesion force between solid particles.

  • Particle Friction Scale
    Range: [0, inf)
    Controls the friction between solid particles.

  • Drag
    Range: [0, inf)
    Determines the resistance an object experiences from air or fluid. Higher values cause faster speed decay.

  • Lift
    Range: [0, inf)
    Controls the lift force generated by an object in a fluid or air. Higher values increase lift.

  • Friction
    Range: [0, inf)
    Controls friction between particles and rigid or deformable objects. Higher values increase friction.

  • Damping
    Range: [0, inf)
    Controls the decay of particle velocity.
    Higher damping -> Faster stabilization, reduced oscillation (ideal for high-friction or viscous objects).
    Lower damping -> Prolonged motion, maintaining dynamic effects (ideal for lightweight objects or fluids).

  • Gravity Scale
    Range: (-inf, inf)
    Scales the effect of gravity. A value of -1.0 reverses gravity, useful for simulating lightweight inflatable objects like balloons.

  • Viscosity
    Range: [0, inf)
    Controls internal friction in fluids, determining their thickness (high viscosity = thick, low viscosity = thin).

  • Vorticity Confinement
    Range: [0, inf)
    Simulates fluid vortices.
    Higher values -> Rapidly rotating fluids (e.g., stormy air or swirling water).
    Lower values -> Smoother fluid flow.

  • Surface Tension
    Range: [0, inf)
    Higher values -> Fluid particles bond more tightly, creating calmer surfaces with fewer ripples or breaks.
    Lower values -> Surfaces become unstable, prone to rippling and breaking.


Particle System

Reference Doc Link: Particle System Doc

Related Parameters:

  • Particle System Enabled (bool)
    Enables or disables the particle system.

  • Simulation Owner (str)
    Specifies the PhysicsScene responsible for simulating the particle system.

  • Enable CCD (bool)
    Enables continuous collision detection to prevent particle tunneling.

  • Solver Position Iteration Count (int)
    Number of solver iterations for position calculations.

  • Max Depenetration Velocity (float)
    Limits the velocity used to separate intersecting particles during collisions. Prevents excessive penetration.

  • Global Self Collision Enabled (bool)
    If True, self-collisions follow particle-specific settings.

  • Non-Particle Collision Enabled (bool)
    Enables or disables collisions between particles and non-particle objects (e.g., rigid or deformable bodies).

  • Contact Offset (float) (Controls particle size)
    Determines the collision detection range for interactions with non-particle objects.

  • Rest Offset (float) (Controls particle size)
    Defines the resting distance for collisions with non-particle objects.

  • Particle Contact Offset (float) (Controls particle size)
    Sets the collision detection range for interactions between particles. Must be larger than solid and fluid rest offsets.

  • Solid Rest Offset (float)
    Defines the resting distance for solid-solid or solid-fluid interactions. Must be smaller than particle contact offset.

  • Fluid Rest Offset (float)
    Defines the resting distance for fluid-fluid interactions. Must be smaller than particle contact offset.

  • Wind (float)
    Applies wind force to the particle system.

  • Max Neighborhood (int)
    Sets the particle neighborhood size.

  • Max Velocity (int)
    Caps the maximum velocity of particles.


Cloth Prim

Reference Doc Link: Cloth Prim Doc

Related Parameters:

  • Particle Mass (float)
    Range: [0, inf)
    Mass of a single particle.

  • Pressure (float)
    Range: [0, inf)
    Simulates internal pressure for inflatable dynamics (e.g., balloons). Works best for closed or nearly closed meshes.
    Useful for simulating wind effects on flags/tents or buoyancy in underwater environments.

  • Self Collision (bool)
    Enables self-collision for particles or particle objects.

  • Particle Group (int)
    Range: [0, 2^20)
    Assigns particles to groups for distinct physical properties (e.g., elasticity, friction). Useful for complex cloth simulations.

  • Self Collision Filter (bool)
    If True, self-collisions are filtered based on rest positions to improve efficiency. If False, all particle contacts trigger collisions.

  • Stretch Stiffness (float)
    Range: [0, inf)
    Resistance to stretching. Higher values make cloth stiffer (e.g., for tight clothing or sports gear).

  • Bend Stiffness (float)
    Range: [0, inf)
    Resistance to bending. Higher values maintain structure (e.g., for hats or skirts).

  • Shear Stiffness (float)
    Range: [0, inf)
    Resistance to lateral deformation.

  • Spring Damping (float)
    Range: [0, inf)
    Dampens oscillations in cloth springs. Higher values smooth motion.


Deformable Material

Reference Doc Link: Deformable Material Doc

Related Parameters:

  • Damping Scale
    Range: [0, inf)
    Controls velocity decay during movement (unrelated to elastic deformation).

  • Dynamic Friction
    Range: [0, inf)
    Friction between particles and rigid/deformable objects during motion.

  • Elasticity Damping
    Range: [0, inf)
    Higher values -> Slower recovery from deformation.
    Lower values -> Faster elastic rebound.

  • Poisson’s Ratio
    Range: (0, 0.5)
    Describes deformation in orthogonal directions under stress.
    0 -> No lateral deformation.
    0.5 -> Full lateral compensation.

  • Young’s Modulus
    Range: [0, inf)
    Measures resistance to deformation. Higher values -> Stiffer materials.


Deformable Prim

Related Parameters:

  • Vertex Velocity Damping (float)
    Dampens vertex velocity.

  • Sleep Damping (float)
    Additional damping applied when an object’s speed nears the sleep threshold, helping it enter sleep mode.

  • Sleep Threshold (float)
    Defines the maximum linear speed for an object to be considered "sleeping" (i.e., inactive).

  • Settling Threshold (float)
    Marks an FEM soft body as "nearly stationary" if its motion falls below this value, preparing it for sleep.

  • Self Collision (bool)
    Enables/disables rest-position-based self-collision.

  • Self Collision Filter Distance (float)
    Sets the penetration distance threshold for self-collision detection.

  • Solver Position Iteration Count (int)
    Higher values improve simulation accuracy (e.g., for soft bodies or complex joints).

  • Simulation Hexahedral Resolution (int)
    Controls the resolution of the simulation mesh for deformable objects.

  • Kinematic Enabled (bool)
    If True, the object’s motion is user-controlled (kinematic). If False, it follows physics (dynamic).

  • Simulation Rest Points (Sequence[float])
    Defines the rest-state vertices for the tetrahedral mesh. Critical for precise soft-body behavior.

  • Simulation Indices (Sequence[int])
    Specifies vertex connections for the tetrahedral mesh.

  • Collision Rest Points (Sequence[float])
    Defines collision mesh vertices at rest. Must align with simulation mesh if provided.

  • Collision Indices (Sequence[int])
    Describes tetrahedral connections for the collision mesh.

  • Collision Simplification (bool)
    Simplifies collision mesh for efficiency (ignored if simulation mesh is provided).

  • Collision Simplification Remeshing (bool)
    Enables remeshing during simplification for better topology.

  • Collision Simplification Remeshing Resolution (int)
    Sets remeshing precision. 0 = auto-select.

  • Collision Simplification Target Triangle Count (int)
    Target triangle count for simplified mesh. 0 = auto-select.

  • Collision Simplification Force Conforming (bool)
    If True, tetrahedralization strictly conforms to the input mesh.

  • Embedding (Sequence[int])
    Maps collision points to their corresponding tetrahedral mesh indices.