Contains all the necessary Lagoa nodes to create lovely bouncy jello!
You can choose the Particles Create Lagoa Particles Jello command from the ICE toolbar to use this compound. See Creating Jello for more information.
Plug this compound's Execute output into a port on the ICETree node or in an Execute port on a Simulation Root node.
Resolution Per Unit |
To calculate the emission of elements, the emitter's volume is divided into Softimage units, each representing a fixed space of 10 cm. This parameter sets the density (points per unit ratio) of the element, adjusting the size and number of points for each unit of the emission volume. It tries to put in as many points of mass as can fit inside the emitter volume's space. The points are arranged into a neat grid within this volume upon creation. A value of 1 means that one point is created per unit inside the volume. A lower value means that the density that is trying to be achieved per unit will require more (and smaller) points to fill the same volume. The point size is updated at emission, and shows you the granularity of the simulation. The smaller the point, the more detail in the simulation. Changing the size of the emitter object does not change the density of the points: it only changes the space the points are occupying, therefore more or fewer points are necessary to fill this space. |
Color |
The display color of the points only at emission. This color is overridden when you select the Set Color option the color set in the Material compound (see Lagoa Main Material). Setting the color in the Material compound lets you update the point color at every frame instead of only at emission. |
Substeps |
The number of times per frame that the whole simulation state is computed. The higher the value, the more stable and accurate the simulation and collisions will be, but also slower. For more information, see Setting the Simulation's Substeps for Accuracy. |
Emitter In Name |
Plug in a volumetric object's Out Name output here. The particles fill this volume when emitted. You can also plug a group node here, with each volumetric emitter object defined in the group. |
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. |
Optimize |
Optimizes the solving of the simulation according to what's more important to you: Accuracy or Speed. You'll find this optimization most useful when the Substeps value is higher than 1. |
Surface Tension |
Sets the degree of tension between points on an element's surface which causes the element to compress to the smallest possible area. This makes particles form into a spherical shape when grouped together. If you increase the surface tension, you should lower the Inelasticity value because opposing forces can make the particles flicker. |
Internal Pressure |
Internal pressure acts like an attraction between points that are within a certain distance of each other. High values causes points to group together, such as to form droplets, filaments, and sheets. This is visually related to surface tension and thickening effects of a fluid. Values above 1 are not recommended because they are create fluids that are impossible to have in nature, and they can cause instabilities, which means that you will need to increase the Substeps value in the Lagoa Simulate Multiphysics compound. |
External Pressure |
This pressure tries to retain the shape of the whole element's volume by pushing the points away from each other (like a repulsion force) to prevent compression, which is especially noticeable in fluids. To have compressible fluid, make the Internal Pressure value smaller than the External Pressure value. The more compressible the fluid is, the more space is between the points, depending on the Resolution when they are emitted. In this case, the point volume will look sparse because the points are trying to reach their ideal distance quickly. This is a visible effect with gases where molecules tend to be very far apart. This value should always be 1 or higher. However, values that are too high (such as 15 or 20) can cause jittering, which means that you will need to increase the Substeps value in the Lagoa Simulate Multiphysics node. |
Stretch Resistance |
How much the elastic structure resists stretching/bending. These are the parallel links that are made horizontally and vertically between the points, creating a tile-like pattern in the structure. These links try to prevent the object from stretching. Low values allow the material to deform without resistance, while higher values prevent it from stretching. |
Shear Resistance |
How much the elastic structure resists shearing, which is a crosswise motion on the material. These are the diagonal links that are made between points, like a fish net. The links try to keep the structure's shape by resisting deformation. |
Damping |
Reduces the effect of the elasticity (slows it down). This helps stabilize a simulation when the forces are too strong, and there are not enough Substeps or Elastic Substeps set for the material. |
Gravity |
A default gravity vector used by the simulator. This is the required defined gravity force used internally by the simulator, and needs to be separated from the other forces. |
Density |
Sets the density of the air — see Lagoa Air Wind. |
Force |
Defines a force value to be applied to the particles. You can connect any of the force compounds into this port, or you can type in XYZ values to create a general force if nothing is plugged in here. |