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Name | ID | Description | Type |
---|---|---|---|

Gravity | Gravity | Constant acceleration vector applied to all particles. | Vector |

Radius | Radius | The maximum interaction radius for particles. | Number |

Solid Rest Distance | SolidRestDistance | The distance non-fluid particles attempt to maintain from each other, must be in the range (0,. | Number |

Fluid Rest Distance | FluidRestDistance | The distance fluid particles are spaced at the rest density, must be in the range (0, radius], for fluids this should generally be 50-70% of Radius, for rigids this can simply be the same as the particle radius. | Number |

Collision Distance | CollisionDistance | Distance particles maintain against shapes, note that for robust collision against triangle meshes this distance should be greater than zero. | Number |

Particle Collision Margin | ParticleCollisionMargin | Increases the radius used during neighbor finding, this is useful if particles are expected to move significantly during a single step to ensure contacts aren't missed on subsequent iterations. | Number |

Shape Collision Margin | ShapeCollisionMargin | Increases the radius used during contact finding against kinematic shapes. | Number |

Max Speed | MaxSpeed | The magnitude of particle velocity will be clamped to this value at the end of each step. | Number |

Max Acceleration | MaxAcceleration | The magnitude of particle acceleration will be clamped to this value at the end of each step (limits max velocity change per-second), useful to avoid popping due to large interpenetrations. | Number |

Dynamic Friction | DynamicFriction | Coefficient of friction used when colliding against shapes. | Number |

Static Friction | StaticFriction | Coefficient of static friction used when colliding against shapes. | Number |

Particle Friction | ParticleFriction | Coefficient of friction used when colliding particles. | Number |

Restitution | Restitution | Coefficient of restitution used when colliding against shapes, particle collisions are always inelastic. | Number |

Adhesion | Adhesion | Controls how strongly particles stick to surfaces they hit, default 0.0, range [0.0, +inf]. | Number |

Sleep Threshold | SleepThreshold | Particles with a velocity magnitude < this threshold will be considered fixed. | Number |

Shock Propagation | ShockPropagation | Artificially decrease the mass of particles based on height from a fixed reference point, this makes stacks and piles converge faster. | Number |

Dissipation | Dissipation | Damps particle velocity based on how many particle contacts it has. | Number |

Damping | Damping | Viscous drag force, applies a force proportional, and opposite to the particle velocity. | Number |

Fluid | Fluid | If true then particles with group index 0 are considered fluid particles and interact using the position based fluids method. | Boolean |

Viscosity | Viscosity | Smoothes particle velocities using XSPH viscosity. | Number |

Cohesion | Cohesion | Control how strongly particles hold each other together, default: 0.025, range [0.0, +inf]. | Number |

Surface Tension | SurfaceTension | Controls how strongly particles attempt to minimize surface area, default: 0.0, range: [0.0, +inf]. | Number |

Solid Pressure | SolidPressure | Add pressure from solid surfaces to particles. | Number |

Free Surface Drag | FreeSurfaceDrag | Drag force applied to boundary fluid particles. | Number |

Buoyancy | Buoyancy | Gravity is scaled by this value for fluid particles. | Number |

Plastic Threshold | PlasticThreshold | Particles belonging to rigid shapes that move with a position delta magnitude > threshold will be permanently deformed in the rest pose. | Number |

Plastic Creep | PlasticCreep | Controls the rate at which particles in the rest pose are deformed for particles passing the deformation threshold. | Number |

Wind | Wind | Constant acceleration applied to particles that belong to cloth and inflatables, drag needs to be > 0 for wind to affect triangles. | Vector |

Drag | Drag | Drag force applied to particles belonging to cloth and inflatables, proportional to velocity^2*area in the negative velocity direction. | Number |

Lift | Lift | Lift force applied to particles belonging to cloth and inflatables, proportional to velocity^2*area in the direction perpendicular to velocity and (if possible), parallel to the plane normal. | Number |

Relaxation Mode | Relaxation Mode | How the relaxation is applied inside the solver. If false, the relaxation factor is a fixed multiplier on each constraint's position delta. If true, the relaxation factor is a fixed multiplier on each constraint's delta divided by the particle's constraint count, convergence will be slower but more reliable. | Boolean |

Relaxation Factor | RelaxationFactor | Control the convergence rate of the parallel solver, default: 1, values greater than 1 may lead to instability. | Number |

Name | ID | Description | Type |
---|---|---|---|

FlexParams | Params | FlexParams object to be passed into the engine. | Generic Data |

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