Sets the collision properties for a collision object used in the simulation.
Create an unsimulated ICE tree on a collision object, then plug this compound's Execute output into a port on the ICETree node.
You can also select a collision object and choose Particles Collision Lagoa Particles Set Collision Data from the ICE toolbar to have this node set up in the collision object's ICE tree.
See Setting Up Collisions for Lagoa Effects for more information.
Elastic Resistance |
A multiplier applied to the elastic link made between points that come in contact with this collision object. This causes the links to snap it back in place after stretching. The lower this value, the weaker the elastic link will be. A value of 1 is the recommended maximum. |
Elastic Breaking Point |
The breaking point of the elastic link made between elements and this collision object. This is used for points that stick to the collision object. Select the Display Elastic at Boundaries option in the Lagoa Simulate Multiphysics node to display these links. The elastic link will break based on the value you set:
Note: This parameter is concerned only with breaking the links between elements and collision objects. It does not consider the Elastic Breaking Point value set for elastic structures in the element's Material node. |
Static Friction |
The amount of static friction this collision object exerts on elements with which it interacts. This value is added together with the Surface Friction value for the point in its Material compound (see Lagoa Main Material). Make sure to select the Enable Static Friction option in the Lagoa Simulate Multiphysics node to use this value when calculating the simulation. |
No Slip |
The amount that this collision object tries to prevent points from slipping when they come in contact with it. To have more control over how slippery the collision object is, use a combination of this parameter and Static Friction. In real life, any particle that is in direct contact with a surface has either no slip or a very low amount of slip because of the friction between the masses. Make sure to select the Enable No Slip option in the Lagoa Simulate Multiphysics node to use this value in calculating the simulation. |
Body Impulse |
The amount of velocity this collision object transfers to points that interact with it. Make sure to select the Enable Body Impulse option in the Lagoa Simulate Multiphysics node to use this value in calculating the simulation. |
Soft Repulsion |
Soft repulsion is a force that attracts points to, or repulses points from, a collision object. It acts as a magnet, attracting or repelling the points when they are within a certain distance of a collision object. This parameter is a multiplier that is applied to the soft repulsion force that affects points that come in contact with this collision object. Set the value of this parameter to a positive number to make it a repulsion force; set it to a negative number to make it an attraction force. This force is computationally inexpensive to use, and is very useful for achieving certain effects. For example, you can make elements "float" on top of the collision object so that they are never in contact with it. Conversely, you can make them really stick to the collision object, even on the underside of a table (the particles point in the opposite direction of the collision object's normals). Soft repulsion also helps to make points appear to follow a collision object when they are within the distance defined by the Offset Method in the Lagoa Simulate Multiphyics node. Make sure to select the Enable Soft Repulsion option in the Lagoa Simulate Multiphysics node to use this value in calculating the simulation. |
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