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[UPDATE] Added *Physics Painter* Docs
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= GameDev Physics Painter =
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#type: node
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#context: sop
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#internal: gamedev::sop_physics_painter
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#icon: physicspainter
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#tags: tech, model
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""" Physics Painter is a SOP that allows users to paint physics objects onto any other object. """
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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.
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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.
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@parameters
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Dry Current Paint:
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Pressing this button will convert all current active (green) objects from a simulation state to a frozen static state.
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Clear Current Paint:
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This will clear out all currently active objects from your scene.
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Activate All Paint:
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This will reactivate all previously frozen simulation objects in your scene back to an active state.
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Clear All Paint:
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Pressing this button will completely erase all previously painted simulation geometry. This cannot be undone.
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== Quick Settings ==
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Paint Bucket Mode:
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When this toggle is enabled, the paint brush will stamp buckets of objects rather than single objects along your strokes.
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Bucket Items:
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When Paint Bucket Mode is enabled, this controls how many items are contained inside each stamped bucket.
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Stroke Padding:
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The stroke padding controls how much padding is applied between each "stamp" of simulation meshes along the stroke.
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Surface Offset:
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This allows you to offset the drawn simulation meshes on your curve from the static geometry.
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Min Rotation:
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This controls the minimum value of the initial rotation range.
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Max Rotation:
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This controls the maximum value of the initial rotation range.
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Min Scale:
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This controls the minimum value of the initial scale range.
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Max Scale:
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This controls the maximum value of the initial scale range.
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== Objects ==
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Quick Add:
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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.
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Sim Mesh:
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This is the geometry for this paint object that should be used for the simulation mesh. (This can be a proxy)
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Render Mesh:
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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.
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Weight:
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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)
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