colliderColliders are obstacles to the flow of a Bifrost simulation. You can use them to form a barrier around which smoke must flow, or create a basin that prevents particles from falling away under gravity. Colliders can be animated to create various effects.
To use this node, plug its output into the colliders input of a simulate node like simulate_aero, simulate_particles, or simulate_mpm.
geometryConnect one or more geometric objects to act as obstacles. These can be points objects, meshes, or volumes.
GeneralThese settings apply to all methods.
enableTurn off to disable collisions.
methodWhether collisions are based on volumes or meshes.
Automatic: Uses volume-based collisions for aero and combustion simulations, and mesh-based collisions for particles and MPM simulations.Volume: Can be used for aero, combustion, and particle simulations. Input meshes are automatically converted to volumes. Input volumes must have a level set (voxel_signed_distance).Mesh_For_Points: Can be used for particles and MPM simulations. Input volumes are not supported with this method.start_frameThe first frame on which collisions occur.
use_end_frameStops collisions on the specified end_frame.
end_frameThe last frame of the simulation.
Common PropertiesThese settings apply to both volume-based and mesh-based collisions.
detail_sizeThe size of the smallest resolvable detail in the simulation.
offsetThe distance from the geometry surface for collisions, in world-space units. Positive values push the collision surface outwards, and negative values shrink it. However, note that negative values are not supported for mesh-based particle collisions.
inherit_velocityThe proportion of the collider geometries' animated motion that is transferred on collision. A value of 0.0 means no inheritance. This feature is not supported for mesh-based particle collisions.
Volume Collider PropertiesThese settings apply to volume-based collisions.
resolution_modeThe method for determining volume resolution:
Absolute: detail_size is in world-space units.Relative: detail_size is relative to the size of the collision geometry.geo_modeDefines how the input mesh is converted into a volume.
Solid: The resulting volume represents the solid interior of the input mesh.Shell: The resulting volume represents the thickened surface of the mesh only.min_hole_radiusIf positive, enables a solid voxelization mode that is robust to self-intersections and small holes.
In this mode, gaps and holes with a radius smaller than min_hole_radius will be bridged.
Note, in Shell mode this does nothing.
optimal_adaptivityIf enabled then planar and smooth regions are voxelized more coarsely.
Mesh Collider PropertiesThese settings apply to mesh-based collisions.
bouncinessThe proportion of velocity normal to the collision surface that gets reflected on collision. This affects, for example, how high particles bounce after hitting the ground. The final value is a combination of the bounciness set on the particles and the collider. If both values are 1.0, particles rebound completely and if both values are 0.0, particles do not bounce at all.
frictionThe proportion of velocity along the collision surface that is lost on collision. For example if this value is 1.0, particles hitting the ground will not roll and if it is 0.0, particles will roll without slowing down.
roughnessVaries the angle of reflection to emulate collisions on a rough surface. A value of 0.0 represents a perfectly smooth surface.
colliderAn array of collider geometric objects that act as obstacles