Moves particles as if each of them were rigid bodies (non deforming) using the Bullet physics engine. Particles will intercollide based on their shape, and collide with the input obstacle objects. More specifically, the node updates the position, velocity, orientation, and angular velocity of particles based on the following attributes:
For information on using this node, see ICE Rigid Bodies.
The collision geometry used for the rigid body collision objects (obstacles) can be either actual shape or a convex hull approximation of the shape.
The following shapes are use for the collision geometry of the rigid body particles:
Convex hulls or bounding boxes (set in the Instance Shape node) can be used for instanced geometry
Bounding spheres are used for the Sphere and Blob shapes. Points are approximated by very small spheres
Bounding boxes are used for the Box, Disc, and Rectangle shapes
Bounding capsules are used for the Capsule, Cylinder, and Segment shapes
Bounding cones are used for the Cone shape. The bounding cone's center of mass is set close to its bottom so that a rotation that is more indicative of a cone results during collision.
For information on collision geometry, see Collision Geometry for Rigid Body Particles and Obstacles.
For information on creating other types of collisions with particles, such as bouncing, sticking, or sliding, see About ICE Particle Collisions.
You can choose the simulation environment to be based on the CPU or GPU (CUDA).
In the GPU (CUDA) mode, you can adjust the simulation parameters in ICE Bullet Rigid Bodies. This provides the flexibility to fine tune the performance and accuracy of the simulation. The parameters that you can set in the GPU (CUDA) simulation environment are:
Active |
Specifies whether the obstacle collides with the particles. |
Exact Shape |
The exact shape of the collision object's geometry is used for the collision shape, including if that geometry deforms over time. If this option is off, the collision shape is approximated to be the convex hull of the collision object's geometry. |
Elasticity |
The elasticity of the obstacle material. The elasticity is combined with the Elasticity attribute on each particle to determine how much each particle bounces off this obstacle. |
Static Friction | The static friction of the obstacle material. The static friction is combined with the StaticFriction attribute on each particle to determine how each particle starts sliding on the obstacle when it is at rest. Static and dynamic friction are not recognized separately by the Bullet physics engine: it combines the two to support just one friction value. |
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License