| AnisoBucklingRatio |
FChaosClothAssetWeightedValue |
Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- DisplayName="Aniso Buckling Ratio"
- Meta=(UIMin="0", UIMax="1", ClampMin="0", ClampMax="1")
- Meta=(EditCondition="SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName="BucklingRatio")
|
| BendingAnisoDamping |
FChaosClothAssetWeightedValue |
The damping of the bending anisotropic constraints, relative to critical damping. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10", ClampMin="0", ClampMax="1000")
- Meta=(EditCondition="SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName="BendingDamping")
|
| BendingDamping |
FChaosClothAssetWeightedValue |
The damping of the bending constraints, relative to critical damping. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10", ClampMin="0", ClampMax="1000")
- Meta=(EditCondition="SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic ", EditConditionHides, InteractorName="BendingDamping")
|
| BendingStiffness |
FChaosClothAssetWeightedValue |
The Stiffness of the bending constraints. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000")
- Meta=(EditCondition="((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName="BendingStiffness")
|
| BendingStiffnessBias |
FChaosClothAssetWeightedValue |
The stiffness of the bending constraints in the bias (diagonal) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BendingStiffnessBias")
|
| BendingStiffnessWarp |
FChaosClothAssetWeightedValue |
The stiffness of the bending constraints in the warp (vertical) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BendingStiffnessWarp")
|
| BendingStiffnessWeft |
FChaosClothAssetWeightedValue |
The stiffness of the bending constraints in the weft (horizontal) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BendingStiffnessWeft")
|
| BucklingRatioWeighted |
FChaosClothAssetWeightedValue |
Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- DisplayName="Buckling Ratio"
- Meta=(UIMin="0", UIMax="1", ClampMin="0", ClampMax="1")
- Meta=(EditCondition="((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName="BucklingRatio")
|
| BucklingStiffness |
FChaosClothAssetWeightedValue |
The stiffness after buckling. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10", ClampMin="0", ClampMax="1000", EditCondition="((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName="BucklingStiffness")
|
| BucklingStiffnessBias |
FChaosClothAssetWeightedValue |
The stiffness after buckling in the bias (diagonal) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BucklingStiffnessBias")
|
| BucklingStiffnessWarp |
FChaosClothAssetWeightedValue |
The stiffness after buckling in the warp (vertical) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BucklingStiffnessWarp")
|
| BucklingStiffnessWeft |
FChaosClothAssetWeightedValue |
The stiffness after buckling in the weft (horizontal) direction. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="10000", ClampMin="0", ClampMax="10000000", EditCondition="DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName="BucklingStiffnessWeft")
|
| ConstraintType |
EChaosClothAssetBendingConstraintType |
Constraint method type |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Types"
- Meta=(EditCondition="SolverType == EChaosClothAssetConstraintSolverType::PBD || DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic", EditConditionHides)
|
| DistributionType |
EChaosClothAssetConstraintDistributionType |
Constraint distribution type |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Types"
- Meta=(EditCondition="SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides)
|
| FlatnessRatio |
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationBendingConfigNode, "SimulationBendingConfig", "Cloth", "Cloth Simulation Bending Config") public FChaosClothAssetWeightedValueNonAnimatable |
Method for calculating the rest angles of the constraints. |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="0", UIMax="1", ClampMin="0", ClampMax="1", EditCondition="RestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio", EditConditionHides)
|
| RestAngle |
FChaosClothAssetWeightedValueNonAnimatable |
Set rest angles to be the explicit value set here (in degrees). |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Properties"
- Meta=(UIMin="-180", UIMax="180", ClampMin="-180", ClampMax="180", EditCondition="RestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle", EditConditionHides)
|
| SolverType |
EChaosClothAssetConstraintSolverType |
Constraint solver type |
ChaosClothAsset/SimulationBendingConfigNode.h |
- EditAnywhere
- Category="Bending Types"
|