Collisions and the nucleus node

 
 
 

The Maya Nucleus solver goes through a number of iterations to work out the proper behavior of your Nucleus object collisions. The greater the number of iterations, the more accurate your object collisions and the slower your simulation. You can clamp the number of iterations the Maya Nucleus solver can perform for Nucleus object collisions and self collisions by setting the Max Collision Iterations attribute on the nucleus node or the Max Self Collide attribute on the nClothShape and nParticleShape nodes. For nHair, set the Max Self Collide Iterations attribute in the hairSystemShape node.

You can also improve the accuracy of your Nucleus object collisions by increasing the number of substeps the Maya Nucleus solver is using. Substeps determine the number of times the Maya Nucleus solves your simulation, and thus calculates your object’s collisions, per frame. Adjusting Substeps allows you to control how the simulation time is broken up into calculation segments. Multiple solver iterations can occur per substep, per frame. Substeps are most useful with fast-moving objects with quick collisions, which might be missed if only calculated once per frame. You can set the number of substeps that your Maya Nucleus solver is using with the Substeps attribute in the Solver Attributes section of the nucleus Attribute Editor tab.

For more information on these attributes, see Solver Attributes and Quality Settings.

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