_images/carbon_collider.png

Carbon Collider

Type

_images/carbon_collider.png

Object node.

Description

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

A Collider is a kinematic object, animated or not, that can be used in the simulation as an immovable object of infinite mass.

_images/carbon_collider.png

A Carbon Collider.

Inputs

Input #1 - Collider Geometry

Collider mesh. Can be animated.

Parameters

Carbon Node Name carbonNodeName

The name of the Carbon node that will be spawned internally. This name can be different from the UI node, and will be used for constraints or filters.

Activation activation

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

Animated Geometry geometryAnimated

Enable animated geometry at every frame.

Note

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

Collision

Primitive Group groupA

Selection of primitives that are used for collision.

Note

  • This parameter is optional.
  • If left empty or set to *, all primitives of the Mesh will be used.

Double Sided doubleSided

Tick to use a double-sided collision model (Thickness), untick to use a single-sided collision model (Inner Fatness & Outer Fatness).

Thickness thickness

Thickness of the collider. In scene units.

Note

This parameter is only available for double-sided collision.

Inner Fatness innerFatness

Collider’s surface inner volume thickness. In scene units.

Note

This parameter is only available for single-sided collision.

Outer Fatness outerFatness

Collider’s surface outer volume thickness. In scene units.

Note

This parameter is only available for single-sided collision.

Filtering Gap filteringGap

Collision analysis/filtering gap. Inactive when set to 0.

  • The collision analysis is a way to visualize the interpenetrations of an animated collider across time.
  • The collision filtering allows weakening of the cloth collisions to avoid layers of cloths getting pinched between two parts of an animated collider or between two colliders.

Setting this to a positive value will enable both the collision analysis and the collision filtering.

The gap value specifies the distance threshold between the two colliders which interpenetrations need to be detected.

Note

The gap doesn’t include the outer fatness of the collider, it works in addition to it.

Self Analysis selfAnalysis

Enable self-collision analysis for this collider.

See also

Filtering Gap

Collision Material

Animated 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

Collider’s static friction, greater than or equal to 0 and greater than or equal to Dynamic Friction.

See also

Friction

Dynamic Friction dynamicFriction

Collider’s dynamic friction, greater than or equal to 0 and smaller than or equal to Static Friction.

See also

Friction

Restitution restitution

Collider’s restitution, between 0 and 1. Used during rigid body collisions where the resulting collision energy is modulated by the product of each object’s restitution.

Physics Draw

Physics Draw physicsDraw

This dropdown menu provides different drawing options.

See also

Physics Draw

Use Color useColor

Tick to enable custom color for the Physics Draw.

Color colorr colorg colorb

Custom color for the Physics Draw.