_images/numerion_carbon.png

Carbon Tetra

Type

_images/carbon_object.png

Object node (SOP and DOP).

Description

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

Input a tetrahedral mesh into this node, then attach this object node to a merge node together with a Carbon Collider node, then the merge node to a Carbon Simulation node to form a simple simulation scenario.

_images/animation_carbon_tetra.gif

A Carbon Tetra.

Parameters

Activation activation

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


Reference Pose

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.

Animated Metrics metricsAnimated

Enable animated reference geometry metrics by evaluating and updating the reference lengths at every frame.

SOP Path refPose

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

The reference pose can be animated.

Note

The Carbon Tetra node requires at least a reference pose geometry (or SOP) to be valid.

Primitive Group refGroup

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

Note

Cannot be used in combination with Tetra Group.

Start Pose

SOP Path startPose

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

The start pose allows the tetra to start the simulation in a different pose than its reference pose.

Note

  • When no start pose geometry is specified, the reference pose geometry is also used as the start pose.
  • The start pose geometry needs to respect the same topology as the reference pose.

Primitive Group startGroup

Primitive group of the geometry that determines which primitive set goes into the tetra start pose Shape. The whole geometry is used by default when this is left empty.

Goal Pose

If no Reference Pose is set, all Goal Pose parameters are grayed out and cannot be edited.

Animated Goal Pose goalPoseAnimated

Enable animated goal pose geometry by evaluating and updating the position targets at every frame.

SOP Path goalPose

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

The goal pose allows the tetra to match the specified pose during the simulation.

The goal pose geometry is usually used animated, or enabled for a short period of time through the Skin strength parameters.

If no SOP Path is set, all Goal Skin parameters are grayed out and cannot be edited.

Note

The goal pose geometry needs to respect the same topology than the one found on the reference pose.

Primitive Group goalGroup

Primitive group of the geometry that determines which primitive set goes into the tetra goal pose shape. The whole geometry is used per default when this is left empty.

Enable goal

Enable/disable the goal posing without having to empty the goal pose SOP path. If disabled, all Goal Skin parameters are grayed out and cannot be edited.


Collision Properties

Tetra Group groupA

Tetra group defining the collision geometry.

Note

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

Self Collide selfCollide

Enable self-collision for this tetra against itself.

Inner Fatness innerFatness

Tetra inner volume collision thickness.

See also

Fatness

Outer Fatness outerFatness

Tetra surface collision 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

Tetra density. Unit in mass/length^3.

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 Volume volumeAnimated

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

Volume Compression volumeCompressionBase

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

Note

Setting both Volume Extension and Volume Compression to 1 guarantees volume preservation.

Volume Extension volumeExtensionBase

Volume 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.

Note

Setting both Volume Extension and Volume Compression to 1 guarantees volume preservation.

Painted Attribute Range

Volume Compression volumeCompressionRange

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

Note

Painted point attribute name: volumeCompression

Volume Extension volumeExtensionRange

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

Note

Painted point attribute name: volumeExtension


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

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

Stretch Viscosity stretchViscosityBase

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

Stretch Compression stretchCompressionBase

Tetra 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

Tetra 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

Tetra resting length of stretch as a ratio of the 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


Goal Skin

If no Goal Pose SOP Path is set or if Goal Pose is disabled, all Goal Skin parameters are grayed out and cannot be edited.

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

Tetra 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 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

Tetra’s static friction, a value between 0 and 1 and must be bigger than the dynamic friction.

See also

Friction

Dynamic Friction dynamicFriction

Tetra’s dynamic friction, a value between 0 and 1 and must be smaller than the static friction.

See also

Friction


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

Drag dragBase

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

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 tetra 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 Goal Pose.

Kinematic colorKinematicPointr colorKinematicPointg colorKinematicPointb

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


Cross Section

Visualize a cross section of the tetra geometry.

Plane Orientation plane

Orientation of the cross section plane.

Plane Offset planeOffset

Drawing offset of the cross section plane in regard to the object’s bounding box center. The value ranges from -1 to 1, where -1 will display no geometry all and 1 will display all geometry within the bounding box of the Tetra.

Display Tetras displayTetras

Enable/disable the visualization of tetrahedrons through the cross section.

Tetra colorTetrar colorTetrag colorTetrab

Color used to draw all tetrahedrons visible through the cross section.

Display Segments displaySegments

Enable/disable the visualization of segments through the cross section.

Segment colorSegmentr colorSegmentg colorSegmentb

Color used to draw all segments visible through the cross section.

Display Points displayPoints

Enable/disable the visualization of points through the cross section.

Point colorPointr colorPointg colorPointb

Color used to draw all points visible through the cross section.

Stress Export

Export Volume Stress volumeStress

Enable to export volume stress physics attribute.

Export Stretch Stress stretchStress

Enable to export stretch stress physics attribute.