Lagoa Setup Sticky Paste

 
 
 

Contains all the necessary Lagoa nodes to create a pasty particle emission. The default results are a thick paste that sticks easily to a collision object.

You can choose the Particles Create Lagoa Particles Sticky Paste command from the ICE toolbar to use this compound. See Creating a Sticky Paste 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.

Tasks: Lagoa/Presets

Output Ports: Execute

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.

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.

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.

Initial Force

The force direction given to the particles at emission. This can be in any direction (XYZ).

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.

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.

Elasticity

How much elasticity this material has in general.

This value determines how much the links in the structure try to recover after being deformed. A higher value allows for a quicker recovery from the deformation.

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.

Plastic Yield

The threshold at which an elastic structure starts to become plastic.

Plastic Expansion

The amount of expansion the points are allowed within the plastic structure.

Plastic Compression

The amount of compression the points are allowed within the plastic structure.

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.

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License