[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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