The following settings are Soft Body nodes, some of which you can access only through the Attribute Editor when the object is selected. For a list of node commands, see the Bullet Node Command Reference.
Soft Body Construction
These attributes affect how the soft body is created.
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Input Mesh
- Shows the name of the original or input polygon mesh for the Solve. Double-click to navigate to the Attribute Editor for the mesh.
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Generate Bend Constraints
- Creates constraints in the soft body system that control how much the joints at each vertex can bend.
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Self Collision
- Causes the solver to detect and resolve collisions between different parts of the same soft body, such as when a patch of cloth folds back on itself.
Soft Body Properties
These attributes affect how the soft body behaves when simulated by the solver.
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Bend Resistance
- Controls how strongly the bend constraints resist parts of the soft body bending. This attribute does nothing if Generate Bend Constraints is off.
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Linear Stiffness
- Controls how much stretch is in the soft body.
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Friction
- Sets the amount of friction between the soft body and other objects.
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Damping
- The damping factor applied to the overall motion of the soft body. Too much damping prevents the soft body from moving.
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Mass
- The total mass of the soft body. The paintable particleMass attribute is a scaling factor of the total mass on each vertex.
Aerodynamics
These attributes affect how the soft body reacts to the air around it.
Note: To affect Soft Body objects by any Wind settings, the Aerodynamics values must be set to something other than zero.
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Pressure
- Determines how strongly a closed soft body, such as a sphere, maintains its shape and volume. High Pressure values cause the body to expand, while low Pressure values cause it to collapse.
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Drag
- Controls the amount of drag acting on the soft body as it moves through the air.
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Lift
- Controls the amount of lift that is generated as the soft body moves through the air.
Pose Matching
These attributes let you setup the soft body pose matching system, which works on closed shapes. You can use any combination of shape and volume matching on a single soft body.
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Enable Shape Matching
- When activated, the soft body tries to maintain its original shape.
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Shape Coefficient
- Specifies the degree to which the rigid body attempts to maintain its shape. Higher Shape Coefficient values cause the rigid body to adhere more strictly to its original shape. If the values are too high, the soft body may penetrate or even fall through other objects.
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Enable Volume Matching
- When on, the soft body tries to maintain its original volume.
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Volume Coefficient
- Specifies the degree to which the rigid body attempts to maintain its initial volume. The higher Volume Coefficient value, the more the soft body resists changes to its original volume. High Volume Coefficient values can cause the simulation to become unstable.
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Max Volume Ratio
- Max volume ratio for volume-based pose matching.
Contacts
These attributes determine the degree to which the solver resists changes to the soft body's shape when it comes in contact with various types of objects.
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Rigid Contact Hardness
- The amount of penetration correction applied to contacts with rigid bodies
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Kinetic Contact Hardness
- The amount of penetration correction applied to contacts with static bodies
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Soft Contact Hardness
- The amount of penetration correction applied to contacts with other soft bodies.
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Anchor Contact Hardness
- The amount of correction is applied to follow anchor constraints.
Soft Body Solver
These attributes are used by the Bullet solver to modify how it updates the soft body system.
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Collision Margin
- The minimum allowable distance between cloth and collision object.
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Position Iterations
- Positions solver iterations.
Collision Filters
The Collision Filter group determines the collision groups for this soft body, by default the soft body belongs to the DefaultFilter group. The first 16 bits of the integer determine the collision filter groups. The display names for the collision filter groups are defined by the Bullet Solver's Collision Filters attribute.
See Create Bullet Soft Bodies for information on how to create a Soft Body solve.