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| 1 | += GameDev Physics Painter = |
| 2 | + |
| 3 | +#type: node |
| 4 | +#context: sop |
| 5 | +#internal: gamedev::sop_physics_painter |
| 6 | +#icon: physicspainter |
| 7 | +#tags: tech, model |
| 8 | + |
| 9 | +""" Physics Painter is a SOP that allows users to paint physics objects onto any other object. """ |
| 10 | + |
| 11 | +Physics Painter is a SOP that allows users to paint physics objects onto any other object, and simulate gravity. The result of the previous simulation can be fed into a new iteration of a simulation as often as required. |
| 12 | +This is a very powerful node frequently used for setdressing. Instead of scattering objects, this tool allows an artist to highly art-direct objects in a scene. |
| 13 | + |
| 14 | +@parameters |
| 15 | + Dry Current Paint: |
| 16 | + Pressing this button will convert all current active (green) objects from a simulation state to a frozen static state. |
| 17 | + Clear Current Paint: |
| 18 | + This will clear out all currently active objects from your scene. |
| 19 | + Activate All Paint: |
| 20 | + This will reactivate all previously frozen simulation objects in your scene back to an active state. |
| 21 | + Clear All Paint: |
| 22 | + Pressing this button will completely erase all previously painted simulation geometry. This cannot be undone. |
| 23 | + == Quick Settings == |
| 24 | + Paint Bucket Mode: |
| 25 | + When this toggle is enabled, the paint brush will stamp buckets of objects rather than single objects along your strokes. |
| 26 | + Bucket Items: |
| 27 | + When Paint Bucket Mode is enabled, this controls how many items are contained inside each stamped bucket. |
| 28 | + Stroke Padding: |
| 29 | + The stroke padding controls how much padding is applied between each "stamp" of simulation meshes along the stroke. |
| 30 | + Surface Offset: |
| 31 | + This allows you to offset the drawn simulation meshes on your curve from the static geometry. |
| 32 | + Min Rotation: |
| 33 | + This controls the minimum value of the initial rotation range. |
| 34 | + Max Rotation: |
| 35 | + This controls the maximum value of the initial rotation range. |
| 36 | + Min Scale: |
| 37 | + This controls the minimum value of the initial scale range. |
| 38 | + Max Scale: |
| 39 | + This controls the maximum value of the initial scale range. |
| 40 | + == Objects == |
| 41 | + Quick Add: |
| 42 | + Adding a path to a node in this parameter will automatically add said object to the objects to be painted with in the multiparm below. |
| 43 | + Sim Mesh: |
| 44 | + This is the geometry for this paint object that should be used for the simulation mesh. (This can be a proxy) |
| 45 | + Render Mesh: |
| 46 | + This allows you to replace the simulated mesh with a high resolution object. This allows you to do the simulation using a low-resolution proxy, but have an output of a final high quality render mesh. |
| 47 | + Weight: |
| 48 | + This weight is used for the randomization of the paint objects along the stroke curve. This is not a percentage, but a value relative to other paint object weights. (Weighted Random) |
| 49 | + |
| 50 | + |
| 51 | + |
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