Syflex Collide Self

 
 
 

This compound allows a simulated cloth object to collide with itself, which prevents its surface from penetrating itself.

To apply: See Creating Self Collisions.

Tasks: Syflex/Collisions

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

Envelope

Defines the size (in Softimage units) of the envelope around the cloth that is used for self collisions. When a cloth's vertex enters this envelope, it is repelled outside of it.

The envelope created depends on which Side option you select below. For example, if you use both sides, the envelope encloses the whole cloth object; if you use only one side, the envelope encloses only that side.

Smaller values result in less accurate but faster collision detections; however, if the envelope is too small, a cloth vertex that is moving quickly may skip over it.

Side

Specifies the side of the cloth on which self-collisions are computed. The value:

  • 1 = Collisions are computed only on the outside of the cloth (direction in which the object's normals are pointing).

  • -1 = Collisions are computed only on the inside of the cloth (opposite direction in which the object's normals are pointing).

  • 0 = Collisions are computed on both sides of the cloth. This mode is slower than the other modes, and needs a slightly larger envelope. However, you need to use this option for cloth objects such as flags blowing in the wind or long, flowing robes.

Friction

Friction is the resistive force acting between two surfaces 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 its colliding surfaces . The higher the value, the more friction between the surfaces.

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 cloth object's points that collide with each other.

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

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