Setting the Collision’s Physical Behavior
The Physical parameters set the colliding object’s resistance and resilience to the obstacle, the offset between obstacle’s surface and its collision point, and degree of accuracy for all the physical parameters.
The values for the Friction and Elasticity parameters set here for the obstacle are multiplied by the values for the corresponding parameters set for the particle type (see Setting Up Particle Collisions) or cloth object (see Setting Up Cloth Collisions). If you set the Collision mode for the particle type’s event to Bounce or Bounce & Emit (see Creating a Particle Event), the values here also have an impact.
To keep this relationship simple, it’s usually best to set the values here first, then tweak the parameters for the particle types or cloth objects. This way you can maintain the obstacle’s parameters as a constant.
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The Friction and Elasticity parameters in the Obstacle property editor are not used in calculating obstacle collisions with hair. |
• Set the Friction to a high value if you want the particles or soft-body/cloth object to stick to the obstacle. A low value causes the object to slide off the obstacle with little resistance. For example, set this value to 1 if you want to make a ball roll on a floor.
• Set the Elasticity to a high value if you want the particles or soft-body or cloth object to bounce off the obstacle with great vigor. You can enter values higher than is shown by the slider.
The Push Length is the offset between the obstacle’s surface and its collision point. For example, to improve the appearance of the cloth draping over an obstacle or to prevent a cloth or soft-body object from penetrating the obstacle, increase the Push Length value. As well, you can create the illusion of thicker cloth by increasing this value.
The Tolerance value is the degree of accuracy set for all the physical parameters. The higher the value, the more accurate the collision but the more time it takes to calculate.
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