Solver Properties

 
 
 

When you add Bullet objects to a Maya scene, a bulletSolverShape node is created. This node’s attributes manage the overall Bullet physics settings that apply to the entire scene including gravity and wind, and the solver engine that is used (OpenCL CPU, OpenCL GPU).

NoteYou must have a graphics card that supports OpenCL.
NoteYou can only view Rigid Sets properties in the Attribute Editor when you select the Solver.

You can also use Maya Fields for greater control of your solve if you activate the Use Maya Fields option in the Basic Fields section.

Solver Properties

Enable Simulation
Activate this to initiate the simulation process and enable the settings.
Start Time
Sets the time (in frames) that the Bullet simulation begins. By setting this attribute to a value greater than 1, you can animate the scene for an interval before the Bullet objects begin moving.
Debug Draw
Enables the Bullet's debug rendering, which displays what the Bullet engine is simulating in the Maya viewport. Debug Draw can be useful for identifying problems when objects are not behaving in the scene as expected.
Split Impulse
When enabled, this option nullifies any velocity that is created to separate interpenetrating objects at the start of the simulation. This is useful to prevent objects from flying violently apart while they are settling into their initial positions.
Solver Acceleration
The soft body solver in Bullet can be greatly accelerated using OpenCL on systems with OpenCL support. This option enables Bullet to take advantage of parallel computing resources such as multiple CPU cores or the graphics processing unit (GPU). For systems without GPU support, the solver can still be significantly accelerated using a CPU-only version of the OpenCL solver, which takes advantage of multiple CPU cores.
NoteSolver Acceleration only affects soft bodies, not rigid bodies. Rigid body calculations will be done on the CPU.
Internal Fixed Frame Rate
Sets the rate at which the Bullet physics simulation updates. This setting defines the resolution of the simulation. If the collisions fail to occur due to fast moving objects, reduce the time step by increasing Internal Fixed Frame Rate. See the Bullet Physics Manual at www.bulletphysics.org for more information.
Max Num Iterations

Sets a maximum number of times the system of equations is iterated before the solver stops calculating and uses the last approximate solution as the final solve. Therefore, the total time for a simulation step can be clamped.

NoteThis method's results may not be as accurate as more explicit solvers. However, the solver's degree of accuracy is sufficient for most applications in games and movies.

Maya playback speed determines the time interval between two adjacent frames, for example 24 fps means each time step is 1/24 second. Bullet runs on fixed time steps, which are set by the Internal Fixed Frame Rate attribute. For example, the default value of 60Hz means that Bullet simulates at fixed internal time step of 1/60 second. Bullet requires that the time interval be less than the product of Max Num Iterations and the fixed time step.

See the Bullet Physics Manual at www.bulletphysics.org for details.

Basic Fields

Use Maya Fields
Activate this option when you want to use Maya Fields instead of the Bullet Basic Fields. See Bullet and Maya Fields.
NoteActivating Use Maya Fields disables the Bullet Gravity, Wind Magnitude, and Wind Direction settings, below. However, when you use the Maya Field settings, you must remember to set the gravity settings no matter which other fields you use.
Gravity
Specifies the vector representing acceleration due to gravity. Gravity affects all dynamic objects in the scene.
NoteThe default Gravity setting is -9.8.
Wind Magnitude
Specifies the strength of the global wind force in the scene. Wind only affects soft bodies.
NoteSet the Soft Body object Aerodynamics values to something other than zero or the object is not affected by wind. Bullet Wind settings do not work on Rigid bodies.
Wind Direction
Specifies the direction of the wind force as a vector (X, Y, and Z).
Collision Filters
Defines the collision filter names used by rigid and soft bodies when specifying selective collisions. See Collision Filtering - Bullet Physics Manual at www.bulletphysics.org for more information.

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