Update GPUClothSimulator
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@ -21,9 +21,17 @@ Function
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* Sets all values beck to default values.
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* Sets all values beck to default values.
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<a href="https://i.imgur.com/EqORBAY.png"><img align="right" src="https://i.imgur.com/EqORBAY.png" width="500"></a>
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<a href="https://i.imgur.com/pwS8PPT.png"><img align="right" src="https://i.imgur.com/pwS8PPT.png" width="500"></a>
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# Simulation Parameters
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# Simulation Parameters
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## Initialize at Start
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Bool: Default True
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+ Determines if information gets sent and initializes at start. If you will be equipting this cloth, then leave it as false, and when you are ready call \"InitializeSimulation()\" on this script. This will help with loading all colliders before starting the simulation. Once simulation starts, you can not add colliders.
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## Initialize Simulation
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Function
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+ This is here just to help you understand the \"InitializeSimulation()\" part. when you click this button, it calls that function. button is only visible before the initialization has been started.
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## Time Step
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## Time Step
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Float: Default 0.009.
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Float: Default 0.009.
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* Time step: The amount of time waited before running another calculation. Lower number is more accurate, but more expensive
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* Time step: The amount of time waited before running another calculation. Lower number is more accurate, but more expensive
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@ -175,6 +183,7 @@ Function
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## Collision Padding
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## Collision Padding
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Float: Min 0.001, Max 1, Default 0.001
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Float: Min 0.001, Max 1, Default 0.001
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* Adds X amount of padding between the cloth and collision to help with clipping.
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* Adds X amount of padding between the cloth and collision to help with clipping.
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*Note: on a cube, be cautious around the corners. If touching more than one side, it pushes in more than one direction causing it to bounce, more noticeably as the friction is higher*
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*Note: on a cube, be cautious around the corners. If touching more than one side, it pushes in more than one direction causing it to bounce, more noticeably as the friction is higher*
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## Collision Entry
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## Collision Entry
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