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rakson

Stiffness and other multipliers for Solid Object

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Hi,

Are there any native attributes that can be used as multipliers for stiffnes and damping in Finite Element simulation ijust like it was in h12.5 cloth? there is no info about it in help (btw help in h13 isnt too good) about them but amybe they exist...

Edited by rakson

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I have been wondering the same thing. How can you control the target stiffness using per point attributes? If there are any attributes that can do this, I can't seem to find them in the help...

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Stiffness parameters:

Primitive, float attributes:

shellstretchstiffness, shellshearstiffness, shellweakbendstiffness, shellstrongbendstiffness, solidstretchstiffness, solidshearstiffness, solidvolumestiffness

damping Parameters:

primitive, float attributes:

shellstretchdamping, shellsheardamping, shellweakbenddamping, shellstrongbenddamping, solidstretchdamping, solidsheardamping, solidvolumedamping

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here is the full list

Stiffness parameters:

Primitive, float attributes:

shellstretchstiffness, shellshearstiffness, shellweakbendstiffness, shellstrongbendstiffness, solidstretchstiffness, solidshearstiffness, solidvolumestiffness

damping Parameters:

primitive, float attributes:

shellstretchdamping, shellsheardamping, shellweakbenddamping, shellstrongbenddamping, solidstretchdamping, solidsheardamping, solidvolumedamping

Surface Mass Density:

Primitive Float:

surfacemassdensity

Volume Mass Density

Primitive Float

volumeemassdensity

Seam Angle:

primitive float

seamangle

fracturepart: Primitive Integer Partitions the object into unbreakable parts.

Fracture Threshold:

Vertex Float

fracturethreshold

Rest position

Point or Vertex Vector

rest

initial rest positions

Point or Vertex Vector

restinitial

Target position

Point or Vertex Vector

targetP

Target velocity

Point or Vertex Vector

targetv

Target Stiffness

Point Float

targetstiffness

Target Geometry

Point Float

targetdamping

hard constraint to 'targetP' and 'targetv'

Point Float

pintoanimation

External force applied to each point

Point Vector

force or fexternal

Point Float Animates each point that has value > 0.5

Point Float

pintoanimation

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Hey,

Am I the only one who have to use a sop solver and a finite solver plugged in a multisolver to get my targetP and targetv updated everyframe? It's the same for pintoanimation attribute.

Isn't it supposed to be the point of these attributes, to be updated at every frame of the simulation?

Maybe I'm doing something wrong... btw my animation and simulation doesn't start at frame one, so maybe it can cause the problem. I didn't had time to try it at frame 1 yet.

Thanks

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Another problem, if i will create attribute and promote it to permitive before tetrahedralize some of primitives got multipliers value set as 0 is this correct?

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