Syflex Collide Mesh

 
 
 

This compound allows simulated cloth and curve objects to collide with polygon mesh objects.

To apply: See Creating Collisions with Polygon Mesh Objects.

Tasks: Syflex/Collisions

Output Ports: The Force output plugs into the Force port on the Syflex Cloth or Syflex Curve node.

Envelope Ext

The distance in Softimage units between the collision object's face and the external face of the collision envelope.

The collision envelope consists of an external envelope that is outside of the collision object, and an internal envelope that is inside the collision object. Whenever a cloth vertex enters the volume defined by these two envelopes, the vertex is repelled to be outside of the volume. See The Collision Envelope for more information.

Small values have less effect on the computation speed. However, the distance should be large enough to avoid having parts of the collision object going through the cloth or curve.

Envelope Int

The distance in Softimage units between the collision object's inside face and the internal face of the collision envelope.

This value is often a negative value that is the inverse of the Envelope Ext value. It must be lower than the Envelope Ext value. The difference between the external and internal envelope should be as small as possible to increase speed computation.

Decrease this value if the collision object has a fast animation (it helps to avoid missing collisions).

Friction

Friction is the resistive force acting between two objects that tends to oppose and dampen their motion. For example, a cloth sliding over a carpet would encounter more friction than if it was sliding over a marble floor.

Friction determines how much of a cloth object's energy is absorbed by the collision object. The higher the value, the more friction with the collision object.

Values are from 0 (no friction, free movement) to 1 (full friction, no movement). Values around 0.2 are usually a good starting point.

You cannot enter negative values.

Damp

The damping force that slows down the movement of the simulated object's points that are in contact with the collision object. It is proportional to the simulated object's speed along the surface of collision object.

High values slow down the movement of the simulated object; however, increasing the damping may also increase the computation time.

Sticky

An attraction force that is applied along the collision object's normals in the direction of the surface when the cloth comes in contact with it. This force is often used to model wet clothing that clings to the skin.

  • A value of 0 = no stick.

  • Any value over 0 = stick to that degree. You cannot enter negative values.

Priority

When two collision objects intersect, the cloth can get stuck between the two objects. To solve this problem, you can set this parameter to a non-zero value. The collision object with the highest Priority value is the only one used in the collision.

This option applies only if you have a single collision object plugged into the Geometry port below, not a group of collision objects or multiple collision objects in several Geometry ports.

Geometry

The polygon mesh collision object or group of objects. Plug each collision object or group Get Data node's Value output into this port.