Verlet Framework

 
 
 

Used to implement a variety of simulated deformation effects using Verlet integration. See Verlet Integration [ICE Deformations].

Tasks: Deformation/Verlet

Output Ports: Execute

Blend

Min Effect

The minimum effect of Verlet integration. A value above 0.0 means that all points will be at least partially affected by the Verlet integration. Use values between 0.0 and 1.0.

Max Effect

The maximum effect of Verlet integration. A value below 1.0 means that all points will be at least partially affected by the target position. Use values between 0.0 and 1.0.

Blend

The strength of the effect of Verlet integration versus the target position. Use values between 0.0 and 1.0.

Select Blend Target

Select the target to blend with the Verlet effect:

  • Use This Mesh Presimulate (0) uses the point positions stored by the Init Verlet Geometry Data compound.

  • Use Another Mesh (1) lets you specify another mesh to use as a target, such as an animated duplicate of the mesh. Note that you can get significant jittering at the first frame of the simulation if there is a large difference between the two meshes.

Target Mesh Name

A scene reference to prepend to the object specified by Reference to fully resolve the object's name.

Reference

The object to use as a blend target when Select Blend Object is set to Use Another Mesh.

Forces

Force1

A 3D vector representing a force applied to the points.

Global Space1

Controls whether the corresponding force is applied in global space (true) or local space (false).

Single Execution

Execute1

Available to connect nodes that you want to execute once per frame after Verlet integration. These are typically nodes that are more expensive to compute than those you connect to the Iterative Execution ports.

Iterative Execution

Iterations

The number of times to repeatedly execute the nodes connected to the Execute Each Iteration ports.

Execute Each Iteration1

Available to connect nodes that you want to execute multiple times per frame after Verlet integration, for example, to correct edge lengths, restore volume, and so on.