BulletSolver

Determines the dynamic properties of a MASH Dynamics simulation and defines its collision objects and fields. One of these is created automatically when you assign a Dynamics node to a MASH network.
Note: This node appears in the Outliner, rather than in the MASH Editor.

Solver Settings

Start Frame
Determines the frame on which the dynamic simulation begins.
Collision Iterations
Determines the number of collision calculations per frame. A higher value makes collisions more accurate at the expense of performance.
Internal Frame Rate
Determines the frame rate for the simulation. A higher value increases simulation accuracy at the expense of performance.
Collision Margin
Specifies a region around the bounding box on which MASH objects will collide.
Gravity
Specifies the direction of gravity for the simulation.

Ground

Ground
Enables an invisible ground plane on which MASH objects will collide.
Position
Determines the location of the Ground Plane in 3D space.
Friction
Determines how easily MASH objects slide on the Ground Plane.
Bounce
Determines how high MASH objects bounce after hitting the Ground Plane.
Damping
Dampens the effect of the ground plane. Increase this value to reduce the effect of the ground plan attributes.
Ground Plane Up Vector (located in Extra Attributes section)
Determines the orientation of the ground plane.

Interaction Masks

This allows you to customize the collision behavior of specific points or ranges of points (via their IDs).

Contact Mask Layers
Specifies the layers that will not generate points when Emit From Collisions is enabled.
Collision Group Layers
Specifies the layers that the ground belongs to.
Collision Mask Layers
Specifies the layers that the ground can collide with.

Collider Objects

Lists the meshes in the scene that can collide with the MASH network. You can middle-drag existing fields into the Fields list, or select them and then right-click the list and choose Connect. You can also select existing entries and right-click to display them in the Outliner or break their connection to the simulation.

Adding a mesh to this list also adds a MASH section to its respective shape node.
Note: To collide objects with more complex animations, we recommend putting them in a separate MASH networks first and then animating them there. This will ensure that the collider(s) update at the same sub-step intervals as the MASH network they are colliding with. (You don't need to add the colliding MASH network to the Collider Objects list. So long as they use the same Bullet solver, they will collide automatically).

Fields

Determines which Fields currently influence the simulation. You can middle-drag existing fields into the Fields list, or select them and then right-click the list and choose Connect. You can also select existing entries and right-click to display them in the Outliner or break their connection to the simulation.

Emit From Collisions

Feeds the stationary points created by a Dynamic node's Emit From Collisions attribute into the specified MASH Waiter. With this, you can use the collisions of one MASH network to create new points in another MASH network.

Debugging

Draw Style
Determines how debug information is represented in the Viewport.
Collision Shapes
Displays the bounding box for each object used for determining collisions in the Debug Draw Style.
Rigid Body Color, Sleeping Rigid Body Color
Assigns debug colors to active and inactive objects.
Ground
Displays the position of the Ground Plane.
Constraints
Displays constraints between objects as colored lines.
Collision Positions
Displays dots in the Line Color at collision points when the Dynamic node's Emit From Collisions attribute is enabled.
MASH Force Direction
Displays the net force direction acting on each object as a colored line from the center of each object.
Line Thickness
Determines the thickness of the lines used to display debug information.
Line Color
Determines the color of the lines used to display constraint and force vector debug information.