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Attributes iCollide
Controls the amount of bulging when the collision happens.
Defines the distance the bulging effect affects the mesh from the point of collision.
Offsets the collision surface.
The maximum distance the deformer searches for collision surfaces.
The distance in world units for the maximum allowed intersection. Keep small if the mesh is in enclosed spaces.
Adds a simple ground collision to the mesh. The ground collision effect is calculated before the collision with other collider objects.
Defines the height of the virtual ground plane for the ground collision.
With mode set to Relax the mesh will go back to it's original shape after the collision. When set to Trace the deformation will be kept even the surface doesn't collide anymore.
Defines if the deformation is reset in Trace mode when the current time equals the Start Frame attribute.
The frame on which the deformation is reset in Trace mode.
Defines the shape of the deformed mesh in the bulging areas.
Optionally adds a simple randomness to the deformed vertices of the mesh. Different Seed values produce a different offset to the vertices.
Applies vertex coloring to the vertices of the deformed mesh.
Defines if the mesh is deformed and colored or only gets the color applied based on the deformation attributes.
Defines the source for the color effect. The options are Displacement, Bulge and Radius.
Defines the upper boundary when mapping the displacement to the color gradient. This controls how the color from the color ramp is distributed amongst the displaced vertices.
This is a multiplier for the for the Max Displacement reference value. This can be useful when working with deformations at a small scale.
Averages the color of neighbouring vertices.
Defines the color for all vertices that are not affected be any collision.
A multiplier for the color effect.