Reference Doc Link: Particle Material Doc
Related Parameters:
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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.
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.
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.
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.
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.