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  • Cork (270)
  • Ship Hull (500)
  • Wood (700)
  • Boat (800)
  • Ice (920)
  • Water (1000)
  • Plastic(1350)
  • Rubber (1520)
  • Concrete (2400)
  • Glass (2600)
  • Steel (8000)

Friction with the FluidPHX_ObjToFluidFriction – Controls the influence of the fluid simulation over the Active Body. When the friction is low, the Active Body will act as a perfectly smooth object (e.g. a ball of wax), allowing water particles to slide across the surface. When the friction is high, the adhesive forces between the Active Body and the fluid will cause water particles to affect the movement of the object to a greater degree. Increase this value when simulating an object in a turbulent body of water whose behavior should be more chaotic.

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Override Center of MassPHX_OverrideCenterOfMass – Allows you to manually modify the position of the Center of Mass gizmo whose initial location is based on the computed mass of the Active Body. To simplify things, an assumption is made that all parts of the object have an equal weight which in many cases is not true (e.g. a ship's hull is much heavier than its sails). Use this option to manually tweak the position of the Center of Mass gizmo to stabilize the Active Body during the simulation.

Original Body Animation InfluencePHX_ObjectOriginalInflSpecifies how strongly the clone is attracted towards the original object. At a value of 1, the Phoenix Active Bodies are designed so that you can animate the originals and make them follow a trajectory. Then, as the Active Body simulation runs, the original animation can blend with the effect of the fluid on the Active Body. The Original Animation Influence option controls the balance between the animation of the original and the effect of the fluid. If it is 0.0, then the fluid will have full control over the Active Body and any animation it has will be ignored. If this option is 1.0, then the Active Body will try to perfectly match the position of the parent original object. This option works both for static and animated objects. Leave this parameter at 0 to give the simulation full control over the Active Body. Increase this value when e.g. the geometry is animated or set up to follow a path.

 

 

 Between 0 and 1, you can have both effects at the same time. Note that if you don't have any animation for the Active Body original geometry and it is just static, then setting this option above 0.0 will allow you to weaken the effect of the fluid over the body and the Active Body will try to remain still.