-
Notifications
You must be signed in to change notification settings - Fork 181
Expand file tree
/
Copy pathFLEXUe4_Phases.html
More file actions
257 lines (242 loc) · 14.9 KB
/
Copy pathFLEXUe4_Phases.html
File metadata and controls
257 lines (242 loc) · 14.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta http-equiv="x-ua-compatible" content="IE=Edge"/>
<title>Particles — Flex Artist Tools 1.0 documentation</title>
<link rel="stylesheet" href="_static/flex.css" type="text/css" />
<link rel="stylesheet" href="_static/pygments.css" type="text/css" />
<link rel="stylesheet" href="_static/breathe.css" type="text/css" />
<link rel="stylesheet" href="_static/application.css" type="text/css" />
<link rel="stylesheet" href="_static/styleguide.css" type="text/css" />
<script type="text/javascript">
var DOCUMENTATION_OPTIONS = {
URL_ROOT: './',
VERSION: '1.0',
COLLAPSE_INDEX: false,
FILE_SUFFIX: '.html',
HAS_SOURCE: true
};
</script>
<script type="text/javascript" src="_static/jquery.js"></script>
<script type="text/javascript" src="_static/underscore.js"></script>
<script type="text/javascript" src="_static/doctools.js"></script>
<script type="text/javascript" src="http://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<script type="text/javascript" src="_static/bootstrap.js"></script>
<script type="text/javascript" src="_static/jquery.cookie.js"></script>
<script type="text/javascript" src="_static/jquery.storageapi.js"></script>
<link rel="top" title="Flex Artist Tools 1.0 documentation" href="index.html" />
<link rel="next" title="Containers" href="FLEXUe4_Containers.html" />
<link rel="prev" title="Introduction" href="FLEXUe4_Intro.html" />
</head>
<body>
<nav class="navbar navbar-inverse navbar-default">
<div class="row">
<div class="navbar-brand">
<img class="logo" src="_static/developerzone_gameworks_logo.png" alt="Logo"/>
</div>
<div id="searchbox" style="display: none; float:right; padding-top:4px; padding-right:4px">
<form class="search form-inline" action="search.html" method="get">
<div class="form-group">
<input type="text" name="q" class="form-control" />
<input type="submit" value="Search" class="btn btn-primary" />
</div>
<input type="hidden" name="check_keywords" value="yes" />
<input type="hidden" name="area" value="default" />
</form>
</div>
<script type="text/javascript">$('#searchbox').show(0);</script>
</div>
</nav>
<div class="masthead">
<div class="row">
<ul class="breadcrumb">
<li><a href="index.html">Flex Artist Tools 1.0 documentation</a></li>
</ul>
</div>
</div>
<div class="row">
<div class="col-md-3 bs-sidenav" style="white-space: nowrap; overflow: auto;">
<div class="bs-sidebar">
<div id="sidebar_toc">
<h4>Table Of Contents</h4>
<ul class="current">
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Intro.html">Introduction</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Intro.html#prerequisites">Prerequisites</a></li>
<li class="toctree-l1 current"><a class="current reference internal" href="">Particles</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#radius">Radius</a></li>
<li class="toctree-l2"><a class="reference internal" href="#phases">Phases</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Containers.html">Containers</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Containers.html#flex-container">Flex Container</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#simulation">Simulation</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#collision">Collision</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#cloth">Cloth</a></li>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Containers.html#fluid">Fluid</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Assets.html">Assets</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#soft-bodies">Soft Bodies</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-soft-asset">Flex Soft Asset</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#cloth">Cloth</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-cloth-asset">Flex Cloth Asset</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Assets.html#rigids">Rigids</a><ul>
<li class="toctree-l3"><a class="reference internal" href="FLEXUe4_Assets.html#flex-solid-asset">Flex Solid Asset</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Actors.html">Actors</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Particles.html">Emitters</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Particles.html#particle-emitter">Particle Emitter</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Particles.html#particle-modules">Particle Modules</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Ropes.html">Ropes</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Forces.html">Forces</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Forces.html#radial-force-component">Radial Force Component</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html">Counting and Draining</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html#creating-a-drain">Creating a Drain</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_DrainsAndCounting.html#counting-particles">Counting Particles</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html">Fluid Rendering</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#creating-a-flex-fluid-surface">Creating a Flex Fluid Surface</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#fluid-surface-properties">Fluid Surface Properties</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#emitter-settings">Emitter Settings</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#surface-material">Surface Material</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_FluidSurfaceRendering.html#container">Container</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_LocalSpace.html">Local Space Simulation</a></li>
<li class="toctree-l1"><a class="reference internal" href="FLEXUe4_Debug.html">Debug Commands</a><ul>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Debug.html#console-commands">Console Commands</a></li>
<li class="toctree-l2"><a class="reference internal" href="FLEXUe4_Debug.html#stats">Stats</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="releasenotes.html">Release Notes</a><ul>
<li class="toctree-l2"><a class="reference internal" href="releasenotes.html#what-s-new">What’s New</a></li>
<li class="toctree-l2"><a class="reference internal" href="releasenotes.html#known-limitations">Known Limitations</a></li>
</ul>
</li>
</ul>
</div>
<h4>Previous topic</h4>
<p class="topless"><a href="FLEXUe4_Intro.html"
title="previous chapter">Introduction</a></p>
<h4>Next topic</h4>
<p class="topless"><a href="FLEXUe4_Containers.html"
title="next chapter">Containers</a></p>
<div id="searchbox" style="display: none">
<h4>Quick search</h4>
<form class="search form-inline" action="search.html" method="get">
<div class="form-group">
<input type="text" name="q" class="form-control" />
<input type="submit" value="Search" class="btn btn-primary" />
</div>
<input type="hidden" name="check_keywords" value="yes" />
<input type="hidden" name="area" value="default" />
</form>
<p class="searchtip" style="font-size: 90%">
Enter search terms or a module, class or function name.
</p>
</div>
<script type="text/javascript">$('#searchbox').show(0);</script>
</div>
</div>
<div class="document col-md-8">
<div class="body">
<div class="section" id="particles">
<span id="flexue4-phases"></span><h1>Particles<a class="headerlink" href="#particles" title="Permalink to this headline">¶</a></h1>
<div class="section" id="radius">
<h2>Radius<a class="headerlink" href="#radius" title="Permalink to this headline">¶</a></h2>
<p>All dynamic objects in Flex are made up of particles. For efficiency all particles have the same radius, which is specified for each container. The radius is one one of the most important parameters for the simulation because it specifies the maximum interaction distance of particles.</p>
<p>Before authoring assets it is best to decide on a suitable radius, typical values are 5cm-10cm, although smaller and larger particles may be useful in some situations. The radius should be chosen to reflect the desired resolution of the simulated materials: the smaller the radius, the higher the resolution (and generally the more expensive the simulation). A radius that is to small can also result in tunneling (particles passing through each other), so a smaller radius generally requires a smaller time-step (or more sub-steps).</p>
<p>The radius has a different meaning for solid and fluid particles. For non-fluid particles, the radius represents the distance that particles will try to maintain from each other. For fluid particles the radius specifies the “smoothing radius” of SPH kernels.</p>
</div>
<div class="section" id="phases">
<h2>Phases<a class="headerlink" href="#phases" title="Permalink to this headline">¶</a></h2>
<p>Something you will see on many Flex objects in UE4 is a Phase property. All particles in Flex have a phase attribute that controls how they behave and how they collide with other particles:</p>
<img alt="_images/phase.jpg" src="_images/phase.jpg" />
<ul class="simple">
<li><strong>Auto Assign Group</strong> When enabled (default), each particle in the object will automatically be assigned a unique group identifier (just a positive number). The collision rules in Flex are that particles of different groups will always collide with each other. By default particles of the same group will not collide with each other. For example, if you are creating a particle-based rigid body then you typically do not want the internal particles to collide with each other. By assigning the particles the same group they will ignore each other.</li>
<li><strong>Group</strong> If Auto Assign Group is disabled then this property can be used to manually set the group id for the particles. This allows you to create different objects with the same group identifier, for example if you wanted to disable collision between multiple objects.</li>
<li><strong>Self Collide</strong> Particles with the same group id will not collide with each other by default. If this flag is ticked then particles of the same group will collide against each other. For example, if you want to make a piece of clothing collide with itself then this flag should be set.</li>
<li><strong>Ignore Rest Collisions</strong> When self-collision is turned on particles with the same group id will collide. This can cause a problem when particles overlap in the rest pose, for example neighboring particles in a cloth mesh where the radius is greater than the edge length. This leads to unwanted internal collisions that often cause the surface to look as if it’s crumpled as the collisions fight the cosntraints. This flag will test if particles overlap in the rest configuration, and if so will ignore collisions between them at run time.</li>
<li><strong>Fluid</strong> Any particle in Flex can be made to act like fluid (even ones that belong to clothing or rigid objects). To make particles behave as fluid this checkbox should be enabled. Note that the Fluid checkbox also needs to be enabled on the container.</li>
</ul>
</div>
</div>
</div>
<div class="clearer"></div>
</div>
<div class="col-md-1"></div>
</div>
<div class="masthead">
<div class="row">
<ul class="breadcrumb">
<li><a href="index.html">Flex Artist Tools 1.0 documentation</a></li>
</ul>
</div>
</div>
<footer>
<div class="footer-boilerplate">
<div class="row">
<div class="boilerplate">
Copyright © 2014-2016, NVIDIA Corporation | <a href="http://www.nvidia.com/object/about-nvidia.html" onclick="s_objectID="http://www.nvidia.com/object/about-nvidia.html_1";return this.s_oc?this.s_oc(e):true">About NVIDIA </a> | <a href="http://www.nvidia.com/object/legal_info.html" onclick="s_objectID="http://www.nvidia.com/object/legal_info.html_1";return this.s_oc?this.s_oc(e):true">Legal Information </a> | <a href="http://www.nvidia.com/object/privacy_policy.html" onclick="s_objectID="http://www.nvidia.com/object/privacy_policy.html_1";return this.s_oc?this.s_oc(e):true">Privacy Policy </a>
</div>
</div>
</div>
</div>
</footer>
<script>
var treestatename = 'GWDocsTreeState';
var protocol = location.href.split('/')[0].toLowerCase();
var storage;
if (protocol.substring(0,4) == 'http') {
storage = $.cookieStorage;
storage.setPath('/');
} else {
storage = $.localStorage;
}
if (storage.isEmpty(treestatename)) {
storage.set(treestatename, {});
}
var treestate = storage.get(treestatename);
$.each($("#sidebar_toc ul li"), toc_walker);
function toc_walker(key, value) {
var handleSpan = $("<span></span>")
.addClass("toc_handle").prependTo(value);
handleSpan.attr("id", $(value).closest("div").attr("id") + "." + key);
if($(value).has("ul li").size() > 0) {
var id = handleSpan.attr("id");
if (!(id in treestate)) {
treestate[id] = false;
}
handleSpan.addClass("toc_expanded").click(function() {
$(this).toggleClass("toc_expanded toc_collapsed").siblings("ul").toggle();
treestate[$(this).attr('id')] = $(this).hasClass('toc_expanded');
storage.set(treestatename, treestate);
});
if(!($(this).hasClass('current') || treestate[id])) {
handleSpan.click();
}
if($(this).hasClass('current')) {
treestate[handleSpan.attr('id')] = handleSpan.hasClass('toc_expanded');
storage.set(treestatename, treestate);
}
}
}
</script>
</body>
</html>