[Bf-docboard-svn] bf-manual: [7006] trunk/blender_docs/manual/physics/soft_body/settings.rst: Refactor: Soft Body Setting to match UI
Aaron Carlisle
carlisle.b3d at gmail.com
Sun Aug 30 05:33:14 CEST 2020
Revision: 7006
https://developer.blender.org/rBM7006
Author: Blendify
Date: 2020-08-30 05:33:14 +0200 (Sun, 30 Aug 2020)
Log Message:
-----------
Refactor: Soft Body Setting to match UI
Modified Paths:
--------------
trunk/blender_docs/manual/physics/soft_body/settings.rst
Modified: trunk/blender_docs/manual/physics/soft_body/settings.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings.rst 2020-08-30 02:57:16 UTC (rev 7005)
+++ trunk/blender_docs/manual/physics/soft_body/settings.rst 2020-08-30 03:33:14 UTC (rev 7006)
@@ -4,9 +4,6 @@
Settings
********
-Soft Body
-=========
-
.. admonition:: Reference
:class: refbox
@@ -15,30 +12,38 @@
Collision Collection
If set, soft body collides with objects from the collection, instead of using objects that are on the same layer.
+
Object
- Friction
- The friction of the surrounding medium. Generally friction dampens a movement.
- The larger the friction, the more viscous is the medium.
- Friction always appears when a vertex moves relative to its surround medium.
- Mass
- Mass value for vertices.
- Larger mass slows down acceleration, except for gravity where the motion is constant regardless of mass.
- Larger mass means larger inertia, so also braking a soft body is more difficult.
- Control Point
- You can paint weights and use a specified vertex group for mass values.
+======
+Friction
+ The friction of the surrounding medium. Generally friction dampens a movement.
+ The larger the friction, the more viscous is the medium.
+ Friction always appears when a vertex moves relative to its surround medium.
+
+Mass
+ Mass value for vertices.
+ Larger mass slows down acceleration, except for gravity where the motion is constant regardless of mass.
+ Larger mass means larger inertia, so also braking a soft body is more difficult.
+
+Control Point
+ You can paint weights and use a specified vertex group for mass values.
+
+
Simulation
- Speed
- You can control the internal timing of the soft body system with this value.
- It sets the correlation between frame rate and tempo of the simulation.
- A free falling body should cover a distance of about ten meters after one second.
- You can adjust the scale of your scene and simulation with this correlation. If you
- render with 25 frames per second, you will have to set *Speed* to 1.3.
+==========
+Speed
+ You can control the internal timing of the soft body system with this value.
+ It sets the correlation between frame rate and tempo of the simulation.
+ A free falling body should cover a distance of about ten meters after one second.
+ You can adjust the scale of your scene and simulation with this correlation. If you
+ render with 25 frames per second, you will have to set *Speed* to 1.3.
-Soft Body Cache
-===============
+Cache
+=====
+
.. admonition:: Reference
:class: refbox
@@ -51,8 +56,8 @@
.. _physics-softbody-settings-goal:
-Soft Body Goal
-==============
+Goal
+====
.. admonition:: Reference
:class: refbox
@@ -59,37 +64,45 @@
:Panel: :menuselection:`Physics --> Soft Body --> Goal`
-Use Goal
- Enabling this tells Blender to use the motion from animations
- (F-curves, armatures, parents, lattices, etc.) in the simulation.
- The "goal" is the desired end position for vertices based on this animation.
+Enabling this tells Blender to use the motion from animations
+(F-curves, armatures, parents, lattices, etc.) in the simulation.
+The "goal" is the desired end position for vertices based on this animation.
- See :ref:`exterior forces <physics-softbody-forces-exterior-goal>` for details.
+See :ref:`exterior forces <physics-softbody-forces-exterior-goal>` for details.
Vertex Group
Use a vertex group to allow per-vertex goal weights (multiplied by the *Default* goal).
-Goal Settings
- Stiffness
- The spring stiffness for *Goal*. A low value creates very weak springs
- (more flexible "attachment" to the goal), a high value creates a strong spring
- (a stiffer "attachment" to the goal).
- Damping
- The friction coefficient for *Goal*. Higher values give damping of the spring effect (little jiggle),
- and the movement will soon come to an end.
-Goal Strength
- Default
- Goal weight/strength for all vertices when no *Vertex Group* is assigned.
- If you use a vertex group the weight of a vertex defines its goal.
- Minimum/Maximum
- When you use a vertex group, you can use the *Minimum* and *Maximum* to fine-tune (clamp) the weight values.
- The lowest vertex weight will become *Minimum*, the highest value becomes *Maximum*.
+Settings
+--------
+Stiffness
+ The spring stiffness for *Goal*. A low value creates very weak springs
+ (more flexible "attachment" to the goal), a high value creates a strong spring
+ (a stiffer "attachment" to the goal).
+
+Damping
+ The friction coefficient for *Goal*. Higher values give damping of the spring effect (little jiggle),
+ and the movement will soon come to an end.
+
+
+Strengths
+---------
+
+Default
+ Goal weight/strength for all vertices when no *Vertex Group* is assigned.
+ If you use a vertex group the weight of a vertex defines its goal.
+
+Min/Max
+ When you use a vertex group, you can use the *Minimum* and *Maximum* to fine-tune (clamp) the weight values.
+ The lowest vertex weight will become *Minimum*, the highest value becomes *Maximum*.
+
+
.. _physics-softbody-settings-edges:
-Soft Body Edges
-===============
+Edges
+=====
.. admonition:: Reference
:class: refbox
@@ -96,73 +109,83 @@
:Panel: :menuselection:`Physics --> Soft Body --> Edges`
-Use Edges
- Allow the edges in a mesh object to act like springs.
- See :doc:`interior forces </physics/soft_body/forces/interior>`.
+Allow the edges in a mesh object to act like springs.
+See :doc:`interior forces </physics/soft_body/forces/interior>`.
Springs
- Springs
- Use a specified vertex group for spring strength values.
- Pull
- The spring stiffness for edges (how much the edges are allowed to stretch).
- A low value means very weak springs (a very elastic material),
- a high value is a strong spring (a stiffer material) that resists being pulled apart.
+ Use a specified vertex group for spring strength values.
- A value of 0.5 is latex, 0.9 is like a sweater, 0.999 is a highly-starched napkin or leather.
- The soft body simulation tends to get unstable if you use a value of 0.999,
- so you should lower this value a bit if that happens.
- Push
- How much the soft body resists being scrunched together, like a compression spring.
- Low values for fabric, high values for inflated objects and stiff material.
- Damp
- The friction for edge springs. High values (max of 50) dampen the *Push*/*Pull* effect and calm down the cloth.
- Plasticity
- Permanent deformation of the object after a collision.
- The vertices take a new position without applying the modifier.
- Bending
- This option creates virtual connections between a vertex and the vertices connected to its neighbors.
- This includes diagonal edges. Damping also applies to these connections.
- Length
- The edges can shrink or be blown up. This value is given in percent,
- 0 disables this function. 100% means no change, the body keeps 100% of its size.
+Pull
+ The spring stiffness for edges (how much the edges are allowed to stretch).
+ A low value means very weak springs (a very elastic material),
+ a high value is a strong spring (a stiffer material) that resists being pulled apart.
-Collision
- Edge
- Checks for edges of the soft body mesh colliding.
- Face
- Checks for any portion of the face of the soft body mesh colliding (computationally intensive!).
- While *Face* enabled is great, and solves lots of collision errors,
- there does not seem to be any dampening settings for it,
- so parts of the soft body object near a collision mesh tend to "jitter" as they bounce off and fall back,
- even when there is no motion of any meshes. Edge collision has dampening, so that can be controlled,
- but Deflection dampening value on a collision object does not seem to affect the face collision.
+ A value of 0.5 is latex, 0.9 is like a sweater, 0.999 is a highly-starched napkin or leather.
+ The soft body simulation tends to get unstable if you use a value of 0.999,
+ so you should lower this value a bit if that happens.
+Push
+ How much the soft body resists being scrunched together, like a compression spring.
+ Low values for fabric, high values for inflated objects and stiff material.
+
+Damp
+ The friction for edge springs. High values (max of 50) dampen the *Push*/*Pull* effect and calm down the cloth.
+
+Plasticity
+ Permanent deformation of the object after a collision.
+ The vertices take a new position without applying the modifier.
+
+Bending
+ This option creates virtual connections between a vertex and the vertices connected to its neighbors.
+ This includes diagonal edges. Damping also applies to these connections.
+
+Length
+ The edges can shrink or be blown up. This value is given in percent,
+ 0 disables this function. 100% means no change, the body keeps 100% of its size.
+
+Collision Edge
+ Checks for edges of the soft body mesh colliding.
+
+Face
+ Checks for any portion of the face of the soft body mesh colliding (computationally intensive!).
+ While *Face* enabled is great, and solves lots of collision errors,
+ there does not seem to be any dampening settings for it,
+ so parts of the soft body object near a collision mesh tend to "jitter" as they bounce off and fall back,
+ even when there is no motion of any meshes. Edge collision has dampening, so that can be controlled,
+ but Deflection dampening value on a collision object does not seem to affect the face collision.
+
+
.. _physics-softbody-settings-aerodynamics:
Aerodynamics
- Force from surrounding media.
- See :ref:`exterior forces <physics-softbody-forces-exterior-aerodynamics>` for details.
+------------
- Type
- Simple
- Edges receive a drag force from the surrounding media.
- Lift Force
- Edges receive a lift force when passing through the surrounding media.
- Factor
- How much aerodynamic force to use. Try a value of 30 at first.
+Force from surrounding media.
+See :ref:`exterior forces <physics-softbody-forces-exterior-aerodynamics>` for details.
-Stiff Quads
- Use Stiff Quads
@@ Diff output truncated at 10240 characters. @@
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