_images/numerion_carbon.png

Carbon Morph

Type

_images/carbon_object.png

Object node (SOP and DOP).

Description

This node defines a Morph simulation object, its import geometry, and the Morph parameters.

The Morph is a hybrid between a Collider and a Cloth.

In conjunction with the Cloth Point Group, it uses a goal skin that can be painted using the goalSkinStrength attribute name, to decide which part is kinematic (static or animated) or dynamic (simulated).

Note that any point not included in the Cloth Point Group will be kinematic throughout the whole simulation.

Adjust the Goal Skin Strength to set the force your morph will use to keep its shape. Strengths above the upper threshold will make the points kinematic, strengths below the lower threshold will make the points dynamic, while strengths in between the two thresholds will make the points skinned (a force pushes them back to their reference position).

Attach this node to a merge node together with a Carbon Cloth node, then the merge node to a Carbon Simulation to form a simple simulation scenario.

_images/animation_carbon_morph.gif

An animated Carbon Morph compressing itself and a spherical cloth.

A Carbon Morph can be set up in two modes: Standard and Advanced, with Advanced mode being set as default mode. For beginners, it is easier to use the Standard mode to start.

Modifying the parameters in one mode will update them in the other, making it easy to switch between the two modes.

Parameters

Standard

The Standard mode provides an easy to use interface to the Carbon Morph’s functionality.

Cloth Point Group groupB

Point group defining the cloth part of the geometry. If left empty, this node will behave like a Carbon Collider. If set to “*”, the whole geometry will be treated like a goal posed Carbon Cloth.


SOP Path soppath

The path to the reference pose geometry. Can be either a Geometry node object or a SOP node.


Collision Properties

Face Group groupA

Face group defining the collision geometry.

Note

This parameter is optional. If left empty, all faces are used for the collision geometry.

Inner Fatness innerFatness

Morph’s surface inner volume thickness.

See also

Fatness

Outer Fatness outerFatness

Morph’s surface outer volume thickness.

See also

Fatness


Density density

Morph density. Unit in mass/length^2.


Stretch, Shear & Shrink

Stretch Factor stretchFactor

Morph stretch factor, must be greater than or equal to 1 and usually smaller than 2. Allows the morph to stretch up to this factor. Also allows the morph to compress down to the inverse of this factor.

Shear Factor shearFactor

Morph shear factor, must be greater than or equal to 1 and usually smaller than 2.

Note

Shearing is a special case of stretching with the added benefits of surface area preservation.

Shrink Factor shrinkFactor

Morph shrink factor, resting length of segments as a ratio of their reference length, usually between 0.25 and 1.75. Use 1 for the default (reference) resting length.

Values below 1 cause the morph to shrink, values above 1 causes the morph to grow. Some stretch factor is required to allow the morph to shrink/grow.

Resistance stretchResistance

Morph stretch and shear resistance (mass/time^2), usually between 0.0 and 100.0.

Damping stretchDamping

Morph stretch and shear damping (mass/time), mostly between 0.0 and 10.0.


Bending

Angular Limit bendLimit

Morph crease angular limit (degree), between 0 and 180.

Resistance bendResistance

Morph angular resistance (mass/length^2/time^2), usually between 0.0 and 100.0.

Damping bendDamping

Morph angular damping (mass/length^2/time), between 0.0 and 10.0.

Yield bendYield

Morph angular yield (degree), between 0 and 180.

Plasticity bendPlasticity

Morph angular plasticity, between 0 and 1.


Goal Skin Strength goalSkinStrength

The goal skin maximum strength.

Goal Skin Velocity Limit goalSkinVelocityLimit

The maximum relative velocity between a simulated and animated node.

Surface Pressure surfacePressure

Morph pressure. Unit in mass/length/time^2.

Describes the force per area over a surface map exercised by a virtual fluid.

Warning

High values can produce unstable explicit forces.

Viscous Damping viscousDamping

Morph viscous damping (1/time^2), damping control over the nodes’ group cohesion.

See also

Viscous Damping

Friction friction

Morph static and dynamic friction, bigger than 0 and usually lower than 1.

See also

Friction

Restitution restitution

Morph’s restitution, between 0 and 1.

Drag drag

Aerodynamics form drag. Shapes with a large apparent cross section exposed to the air flow and with a high, form drag coefficient, will receive more drag than thinner ones.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Advanced

The Advanced mode provides an extended interface to the Carbon Morph’s functionality.

Activation activation

Enable this object. Use 0 to disable, any other value to enable.


Cloth Point Group groupB

Point group defining the cloth part of the geometry. If left empty, this node will behave like a Carbon Collider. If set to “*”, the whole geometry will be treated like a goal posed Carbon Cloth.

Note

Cannot be used in combination with Primitive Group. When Primitive Group is set, Cloth Point Group is automatically disabled and set to “*”.


Animated Geometry geometryAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Reference Pose

SOP Path refPose

The path to the geometry or SOP node.

The geometry can be animated when Animated is toggled on.

Primitive Group refGroup

Face group defining the collision geometry.

Note

  • Cannot be used in combination with Face Group or Cloth Point Group.
  • When Primitive Group is set, Cloth Point Group is automatically disabled and set to “*”.

Collision Properties

Face Group groupA

Primitive group of the geometry that determines which primitive set goes into the morph shape. The whole geometry is used by default when this is left empty.

Note

  • This parameter is optional. If left empty, all faces are used for the collision geometry.
  • Cannot be used in combination with Primitive Group.

Inner Fatness innerFatness

Morph’s surface inner volume thickness.

See also

Fatness

Outer Fatness outerFatness

Morph’s surface outer volume thickness.

See also

Fatness


Animated Density densityAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Density densityBase

Morph density. Unit in mass/length.

Painted Attribute Range

Density densityRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: density


Animated Surface surfaceAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Surface Compression surfaceCompressionBase

Morph surface compression, must be strictly greater than 0 and usually smaller than 1, but must always be smaller than or equal to extension.

Surface Extension surfaceExtensionBase

Morph surface extension, must be strictly greater than 0 and usually greater than or equal to 1, but must always be greater than or equal to compression.

Surface Pressure surfacePressureBase

Morph pressure. Unit in mass/length/time^2.

Describes the force per area over a surface map exercised by a virtual fluid.

Warning

Explicit force, high values can produce instability.

See also

Surface Pressure

Painted Attribute Range

Surface Compression surfaceCompressionRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: surfaceCompression

Surface Extension surfaceExtensionRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: surfaceExtension

Surface Pressure surfacePressureRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: surfacePressure


Animated Stretch stretchAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Stretch Stiffness stretchStiffnessBase

Morph stretch stiffness (mass/time^2), usually between 0.0 and 1000.0.

Stretch Viscosity stretchViscosityBase

Morph stretch viscosity (mass/time), usually between 0.0 and 10.0.

Stretch Compression stretchCompressionBase

Morph stretch compression, must be strictly greater than 0 and usually smaller than 1, but must always be smaller than or equal to extension.

Stretch Extension stretchExtensionBase

Morph stretch extension, must be strictly greater than 0 and usually greater than or equal to 1, but must always be greater than or equal to compression.

Stretch Equilibrium stretchEquilibriumBase

Morph resting length of stretch as a ratio of their reference length, usually between 0.25 and 1.75.

Use 1 for the default resting position.

Painted Attribute Range

Stretch Stiffness stretchStiffnessRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: stretchStiffness

Stretch Viscosity stretchViscosityRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: stretchViscosity

Stretch Compression stretchCompressionRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: stretchCompression

Stretch Extension stretchExtensionRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: stretchExtension

Stretch Equilibrium stretchEquilibriumRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: stretchEquilibrium


Animated Bend bendAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Bend Stiffness bendStiffnessBase

Morph angular stiffness (mass/length^2/time^2), usually between 0.0 and 1000.0.

Bend Viscosity bendViscosityBase

Morph angular viscosity (mass/length^2/time), between 0.0 and 10.0.

Bend Yield bendYieldBase

Morph angular yield (degree), between 0 and 180.

Bend Plasticity bendPlasticityBase

Morph angular plasticity, between 0 and 1.

Bend Limit bendLimitBase

Morph crease angular limit (degree), between 0 and 180 degree.

Painted Attribute Range

Bend Stiffness bendStiffnessRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: bendStiffness

Bend Viscosity bendViscosityRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: bendViscosity

Bend Yield bendYieldRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: bendYield

Bend Plasticity bendPlasticityRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: bendPlasticity

Bend Limit bendLimitRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: bendLimit


Animated Goal Skin goalSkinAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Goal Skin Velocity Limit goalSkinVelocityLimit

The maximum relative velocity between a simulated and animated node.

Base Parameters

Goal Skin Strength goalSkinStrengthBase

The goal skin maximum strength.

Goal Skin Viscosity goalSkinViscosityBase

The goal skin viscosity to cope with fast moving motions. Unit in 1/time.

Viscous behavior between a node and its animation.

Painted Attribute Range

Goal Skin Strength goalSkinStrengthRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: goalSkinStrength

Goal Skin Viscosity goalSkinViscosityRange

The multiplier of the painted point attribute values that add up to the base parameter.

Lower Threshold

Goal Skin Strength goalSkinLowerThreshold

The strength threshold below which a node is not skin constrained. The value for this attribute ranges from 0 to 1, interpolating between the lowest and the highest possible goal skin strength (taking both the base and the painted parameter into account).

Upper Threshold

Goal Skin Strength goalSkinUpperThreshold

The strength threshold above which a skinned node becomes kinematic and animated. The value for this attribute ranges from 0 to 1, interpolating between the lowest and the highest possible goal skin strength (taking both the base and the painted parameter into account).


Animated Viscous Damping viscousDampingAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Viscous Damping viscousDampingBase

Morph viscous damping (1/time^2), damping control over the nodes’ group cohesion.

See also

Viscous Damping

Painted Attribute Range

Viscous Damping viscousDampingRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: viscousDamping


Animated Friction/Restitution materialAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Static Friction staticFriction

Morph’s static friction, between 0 and 1 and must be bigger than Dynamic Friction.

See also

Friction

Dynamic Friction dynamicFriction

Morph’s dynamic friction, between 0 and 1 and must be smaller than Static Friction.

See also

Friction

Restitution restitution

Morph’s restitution, between 0 and 1.


Animated Aerodynamics aerodynamicsAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Base Parameters

Form Drag formDragBase

Aerodynamics form drag. Shapes with a large apparent cross section exposed to the air flow and with a high form drag coefficient will receive more drag than thinner ones.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Skin Drag skinDragBase

Aerodynamics skin drag. Friction of the skin against the air flow. Usually much smaller, and never bigger than form drag.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Lift liftBase

Aerodynamics lift. Lift force coefficient.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Painted Attribute Range

Drag dragRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: drag

Skin Drag skinDragRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: skinDrag

Lift liftRange

The multiplier of the painted point attribute values that add up to the base parameter.

Note

Painted point attribute name: lift

Parameter File

Use Parameter File fileOverride

Replace parameter values by expressions fetching the values from the loaded parameter file. Parameter values from the exclusion filter are left unchanged.

File Name fileName

Json file path to save this node’s current parameters to, and load the parameter file from.

Save save

Save this node’s current parameters to the specified file.

Load load

Load or reload the specified parameter file. As the overriding expressions always fetch values from the last loaded parameter file, and not from the file itself, use this button to refresh the loaded current parameter file with the values on disk.

Reload Every Time The Node Is Loaded reload

Automatically reload the parameter file when the scene is loaded. If the specified file cannot be found then the overriding expressions will use the values of the last loaded parameter file instead.

Exclusion Filter exclusionFilter

The exclusion filter allows to select which of the parameters are not to be replaced by the overriding expressions, therefore keeping their original values while all other parameters will evaluate with the values set from the last loaded parameter file.

Guide Geometry

Open Edges

Displays the shape edges that are open (edges with a single face attached) or non manifold (edges with more than two faces attached).

Open Edges colorOpenEdgesr colorOpenEdgesg colorOpenEdgesb

Color used to draw all open edges.

Non Manifold edges colorNonManifoldEdgesr colorNonManifoldEdgesg colorNonManifoldEdgesb

Color used to draw all non manifold edges.


Angular Quality

Visualize the angular quality of the faces and therefore the suitability of the geometry for simulation.

Excellent Quality colorExcellentQuality2r colorExcellentQuality2g colorExcellentQuality2b

Color used for drawing faces whose angular quality is extremely well suited to simulation.

Good Quality colorGoodQuality2r colorGoodQuality2g colorGoodQuality2b

Color used for drawing faces whose angular quality is well suited to simulation.

Average Quality colorAverageQuality2r colorAverageQuality2g colorAverageQuality2b

Color used for drawing faces whose angular quality is not ideally suited to simulation.

Poor Quality colorPoorQuality2r colorPoorQuality2g colorPoorQuality2b

Color used for drawing faces whose angular quality is not well suited to simulation.


Surface Quality

Visualize the surface consistency and therefore the suitability of the geometry for simulation.

Excellent Quality colorExcellentQualityr colorExcellentQualityg colorExcellentQualityb

Color used for drawing faces of average surface that are extremely well suited to simulation.

Good Quality colorGoodQualityr colorGoodQualityg colorGoodQualityb

Color used for drawing faces of close enough to average surface that are well suited to simulation.

Average Quality colorAverageQualityr colorAverageQualityg colorAverageQualityb

Color used for drawing faces larger or smaller than the average surface that are not ideally suited to simulation.

Poor Quality colorPoorQualityr colorPoorQualityg colorPoorQualityb

Color used for drawing faces extremely larger or smaller than the average surface that are not well suited to simulation


Fatness Check

Visualize the Inter Fatness (the largest allowed self collision fatness set by the topology) in relation to the object’s Outer Fatness.

Good Edges/Fatness colorValidEdgesr colorValidEdgesg colorValidEdgesb

Color used to draw all points with Inter Fatness bigger than the shape’s Outer Fatness. These points will use the given Outer Fatness for self collision.

Bad Compressed Edges colorFatCompressedEdgesr colorCompressedFatEdgesg colorFatCompressedEdgesb

Color used to draw all points with Inter Fatness smaller than the shape’s Outer Fatness but still bigger than half of the shape’s Outer Fatness. These points won’t be able to use the given Outer Fatness for self collision and use the Inter Fatness value instead.

Bad Edges/Fatness colorFatEdgesr colorFatEdgesg colorFatEdgesb

Color used to draw all points with Inter Fatness smaller than half of the shape’s Outer Fatness. These points won’t be able to use the given Outer Fatness for self collision and use the Inter Fatness value instead.


Double Sided

Visualize the geometry with two distinctive colors per triangle side. Use the offset to avoid Z-fighting of the layers, or to visualize the fatness of the morph.

Front colorFrontr colorFrontg colorFrontb

Color used to draw the front facing side.

Front Offset offsetFront

The offset between the front side and the geometry surface.

Back colorBackr colorBackg colorBackb

Color used to draw the back facing side.

Back Offset offsetBack

The offset between the back side and the geometry surface.


Paint Map

Visualize painted attributes using two base colors and interpolate in between.

Paint Map paintMap

The painted attribute to be displayed.

Zero colorZeror colorZerog colorZerob

Color used to draw a painted value of 0.

One colorOner colorOneg colorOneb

Color used to draw a painted value of 1.


Goal Skin

Visualize the points of the morph that are fully dynamic, skinned (using a mix of the two others’ color) or kinematic.

Fully Dynamic colorDynamicPointr colorDynamicPointg colorDynamicPointb

Color used to draw all points that won’t be constrained by the Reference Pose.

Kinematic colorKinematicPointr colorKinematicPointg colorKinematicPointb

Color used to draw all points completely constrained by the Reference Pose.