[Bf-docboard-svn] bf-manual: [7016] trunk/blender_docs/manual/physics/soft_body: Split Soft Body Settings into seperate files

Aaron Carlisle carlisle.b3d at gmail.com
Tue Sep 1 20:15:42 CEST 2020


Revision: 7016
          https://developer.blender.org/rBM7016
Author:   Blendify
Date:     2020-09-01 20:15:42 +0200 (Tue, 01 Sep 2020)
Log Message:
-----------
Split Soft Body Settings into seperate files

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/soft_body/index.rst

Added Paths:
-----------
    trunk/blender_docs/manual/physics/soft_body/settings/
    trunk/blender_docs/manual/physics/soft_body/settings/cache.rst
    trunk/blender_docs/manual/physics/soft_body/settings/edges.rst
    trunk/blender_docs/manual/physics/soft_body/settings/goal.rst
    trunk/blender_docs/manual/physics/soft_body/settings/index.rst
    trunk/blender_docs/manual/physics/soft_body/settings/object.rst
    trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst
    trunk/blender_docs/manual/physics/soft_body/settings/simulation.rst
    trunk/blender_docs/manual/physics/soft_body/settings/solver.rst

Removed Paths:
-------------
    trunk/blender_docs/manual/physics/soft_body/settings.rst

Modified: trunk/blender_docs/manual/physics/soft_body/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/index.rst	2020-09-01 17:59:14 UTC (rev 7015)
+++ trunk/blender_docs/manual/physics/soft_body/index.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -9,7 +9,7 @@
    :maxdepth: 2
 
    introduction.rst
-   settings.rst
+   settings/index.rst
    forces/index.rst
    collision.rst
    examples.rst

Added: trunk/blender_docs/manual/physics/soft_body/settings/cache.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/cache.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/cache.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,13 @@
+
+*****
+Cache
+*****
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Soft Body --> Cache`
+
+Soft Body physics simulations use a unified system for caching and baking.
+See :doc:`Particle Cache </physics/particles/emitter/cache>` and
+:doc:`General Baking </physics/baking>` documentation for reference.


Property changes on: trunk/blender_docs/manual/physics/soft_body/settings/cache.rst
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Added: trunk/blender_docs/manual/physics/soft_body/settings/edges.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/edges.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/edges.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,82 @@
+.. _physics-softbody-settings-edges:
+
+*****
+Edges
+*****
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Soft Body --> Edges`
+
+Allow the edges in a mesh object to act like springs.
+See :doc:`interior forces </physics/soft_body/forces/interior>`.
+
+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.
+
+   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.
+
+
+Stiffness
+=========
+
+For quad faces, the diagonal edges are used as springs.
+This stops quad faces to collapse completely on collisions (what they would do otherwise).
+
+Shear
+   Stiffness of the virtual springs created for quad faces.


Property changes on: trunk/blender_docs/manual/physics/soft_body/settings/edges.rst
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Added: svn:eol-style
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Added: trunk/blender_docs/manual/physics/soft_body/settings/goal.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/goal.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/goal.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,44 @@
+.. _physics-softbody-settings-goal:
+
+****
+Goal
+****
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Soft Body --> 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.
+
+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).
+
+
+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*.


Property changes on: trunk/blender_docs/manual/physics/soft_body/settings/goal.rst
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Added: svn:eol-style
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Added: trunk/blender_docs/manual/physics/soft_body/settings/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/index.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/index.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,24 @@
+.. _bpy.types.SoftBodySettings:
+
+############
+  Settings
+############
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Soft Body`
+
+Collision Collection
+   If set, soft body collides with objects from the collection, instead of using objects that are on the same layer.
+
+.. toctree::
+   :maxdepth: 2
+
+   object.rst
+   simulation.rst
+   cache.rst
+   goal.rst
+   edges.rst
+   self_collision.rst
+   solver.rst


Property changes on: trunk/blender_docs/manual/physics/soft_body/settings/index.rst
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Added: trunk/blender_docs/manual/physics/soft_body/settings/object.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/object.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/object.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,17 @@
+
+******
+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.


Property changes on: trunk/blender_docs/manual/physics/soft_body/settings/object.rst
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Added: trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst	2020-09-01 18:15:42 UTC (rev 7016)
@@ -0,0 +1,55 @@
+.. _physics-softbody-settings-self-collision:
+
+**************
+Self Collision
+**************
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Soft Body --> Self Collision`
+
+.. note::
+
+   *Self-Collision* is working only if you have activated *Use Edges*.
+
+When enabled, allows you to control how Blender will prevent the soft body from intersecting with itself.
+Every vertex is surrounded with an elastic virtual ball.
+Vertices may not penetrate the balls of other vertices.
+If you want a good result you may have to adjust the size of these balls.
+Normally it works pretty well with the default options.
+
+Calculation Type
+   Manual
+      The *Ball Size* directly sets the ball size.
+   Average
+      The average length of all edges attached to the vertex is calculated and then multiplied
+      with the *Ball Size* setting. Works well with evenly distributed vertices.
+   Minimal/Maximal

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