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Description
SimulationMassConfig (v1)
Mass properties configuration node.
Information
| Module | ChaosClothAssetDataflowNodes |
| Category | Cloth |
| Tags | Cloth Simulation Mass Config |
| Type | FChaosClothAssetSimulationMassConfigNode |
Parameters
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| MassMode | How cloth particle mass is determined - Uniform Mass: Every particle's mass will be set to the value specified in the UniformMass setting. Mostly to avoid as it can cause some serious issues with irregular tessellations. - Total Mass: The total mass is distributed equally over all the particles. Useful when referencing a specific garment size and feel. - Density: A constant mass density is used. Density is usually the preferred way of setting mass since it allows matching real life materials' density values. | EClothMassMode | Density |
| UniformMassWeighted | The value used when the Mass Mode is set to Uniform Mass. | FChaosClothAssetWeightedValueNonAnimatable | (Low=0.000150,High=0.000150,WeightMap="UniformMass",bImportFabricBounds=False,bBuildFabricMaps=False) |
| TotalMass | The value used when Mass Mode is set to TotalMass. | float | 0.500000 |
| DensityWeighted | Density in kg/m^2. Melton Wool: 0.7 Heavy leather: 0.6 Polyurethane: 0.5 Denim: 0.4 Light leather: 0.3 Cotton: 0.2 Silk: 0.1 | FChaosClothAssetWeightedValueNonAnimatable | (Low=0.350000,High=0.350000,WeightMap="Density",bImportFabricBounds=False,bBuildFabricMaps=False) |
| MinPerParticleMass | Calculated particle masses will be clamped to this minimum value (or 1e-8, whichever is larger). | float | 0.000100 |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | FManagedArrayCollection | () |
Outputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | FManagedArrayCollection |