Contains all the necessary Lagoa nodes to create grain-like inelastic particles using the Lagoa Material Highly Breakable node under the hood. The particles can act like rigid bodies that can pile up on each other because of high surface friction.
See Lagoa Particle Effects [Lagoa Multiphysics Simulations] for general information.
Sim Quality |
Sets the quality of the simulation based on the Substeps and Resolution data. Increasing this value increases the substeps and particle density, which increases the time required to simulate. |
Initial Force |
The force direction given to the particles at emission. This can be in any direction (XYZ). |
Null In Name |
Plug in a null object's Out Name output here. The particles are emitted from this object. If no object is plugged in here, the particles are emitted from a global position. You can also plug a group node here, with each null emitter object defined in the group. You can change the shape of the null in its property editor to change the emission volume. |
Passive Body In Name |
Plug in the Out Name output of the object with which the points will collide. This object can be animated (deformation or transformation) or not. Passive objects are not affected by any type of force in the simulation environment. You can define each collision object's properties in its own Lagoa Set Collision Data compound. |