This node is the general solver node used for Maya nCloth. It contains settings to control forces (gravity and wind), ground plane attributes, and time and scale attributes, which apply to all of the nCloth nodes connected to a particular nucleus solver.
Specifies the amount of gravity applied for this Maya®Nucleus™ solver. A value of 0.0 means there is no gravity. The default value is 9.8, which simulates the gravity of Earth.
Gravity interprets Maya’s units as meters. When the working units of your Nucleus object’s scene is not set to meters (such as Maya’s default centimeter working unit), you may need to adjust the Space Scale of your Maya Nucleus solver. Otherwise, the large-sized Nucleus objects in your scene may not behave as desired. For example, when Space Scale is 1.0 (default), Gravity treats a 100 centimeter wide nCloth object like it is 100 meters wide. To improve the behavior of your large-sized nCloth objects, reduce the Space Scale value.
Specifies the air density applied for this Maya Nucleus solver. Air density refers to the mass of the atmosphere in your scene, which affects the relative drag on an object. The default value is 1.
Low Air Density values decrease the amount of air friction acting on an object, which reduces the affect of drag. For example, setting Air Density to 0 creates an atmosphere similar to a vacuum, where there are no air molecules to collide with objects. High Air Density values increase air friction and drag on an object. For example, high values can be used to simulate an object's movement underwater.
Specifies the orientation of the ground plane used in collisions for this nucleus solver. The normal defines an imaginary line perpendicular to the surface of the plane. The normal has as an upward influence relative to the plane so that when objects are below the plane, (the negative normal side) they will be pushed above the plane (the positive normal side). The default value is 0, 1, 0.
Specifies the amount of friction the ground plane used in collisions has for this Maya Nucleus solver. Plane Friction determines how much the ground plane resists relative motion upon contact with another object.
The amount of Plane Friction the ground plane requires is determined by what type of surface the ground plane represents. For example, a smooth surface like glass requires a low Plane Friction value, like 0. A fairly rough surface like asphalt requires a higher Plane Friction value, like 1. Plane Friction is 0.1 by default.
Specifies the maximum number of collision iterations per simulation step for this Maya Nucleus solver. Iterations are the number of calculations occurring within a step, specifically the collision iterations (all types of collisions). Accuracy increases with increased iterations, however, calculation time also increases. The default value is 4.
There is always at least one collision iteration per substep, unless the Max Collision Iteration value is 0, which turns collisions off.
Determines how close two objects must be in order for them to intercollide. If the differential between the Collision Layer values (set on the nClothShape and nParticleShape nodes) for the two objects is less than the Collision Layer Range, the objects can intercollide. The default value is 4.
For example, object A has a Collision Layer value of 2, while object B has a Collision Layer value of 5. The differential between the Collision Layer values is 3, therefore they can only collide when the Collision Layer Range value is equal to, or greater than 3.
Lets you speed up or slow down dynamic animation for all objects connected to this Maya Nucleus solver.
Each object has a Current Time attribute that you can animate to slow or quicken its effects. This attribute contains the value of an independent clock time. In essence, you slow or speed the object’s clock to slow or speed the dynamics that affect it.
Specifies the maximum number of frames that make up one solver step. For time jumps of less than the Frame Jump Limit, the solver evaluates the current frame of the simulation. For time jumps larger than the Frame Jump Limit value, the solver does not compute a simulation and Maya displays a Nucleus evaluation skipped, frame change too large message.
Adjusting Frame Jump Limit to values great than 1.0 let you select advanced frames on the Timeline and obtain an approximate simulation of the frame(s) for preview purposes and can provide better results for scrubbing through the simulation.
Caching your simulation provides the most accurate results for viewing it at a fixed playback speed or by scrubbing the Timeline.
Determines the relative time nCloth and nParticle objects are running with respect to the Dependency Graph time. For example, if you want the cloth or to run through the simulation twice as fast, the Time Scale value should be set to 2. The longer the nCloth's simulation time is, the more force has an effect on the Cloth. For example, if the force is gravity, the nCloth will appear to be heavier as the Time Scale increases. The default value is 1.
Determines the relative space scale applied to this Maya Nucleus solver. The Maya Nucleus solver treats nCloth and nParticle objects as a scale model and applies the specified forces internally to get the expected behavior for the actual nCloth and nParticle objects at their actual size. The default value is 1.
Gravity interprets Maya’s units as meters. When the working units of your Nucleus object’s scene is not set to meters (such as Maya’s default centimeter working unit), you may need to adjust the Space Scale of your object’s Maya Nucleus solver. Otherwise, the large-sized nCloth or nParticle objects in your scene may not behave as desired. For example, when Space Scale is 1.0 (default), Gravity treats a 100 centimeter wide nCloth object like it is 100 meters wide. To improve the behavior of your large-sized nCloth objects, reduce the Space Scale value.
If you are modeling such that one unit is equal to one centimeter, the Space Scale value should be set to 0.01.