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Flesh

simulations/flesh·v1.5.1
IN:1  OUT:1

The Flesh operator builds a tetrahedral lattice inside each connected body of the input mesh, embeds the mesh in it and solves the tets as a Neo-Hookean solid. Every frame the input mesh is skinned from the deformed lattice, so the output keeps the original topology.

The Material page sets stiffness, Poisson ratio for volume preservation, damping and inflation, and Resolution sets the lattice detail per body. Pins, a grabber, self collision, ground, box, mesh and field colliders and wind are built in, and the simulation runs as a feedback loop (Initialize, Start, Play) with a Target Feedback Loop POP for forces downstream.

PAGEFlesh
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later. Only PartForce is read back.
Time ScaleTimescaleSpeed multiplier on the time step. 0 freezes and 2 doubles.
Time StepTimestepThe time step per frame in seconds, 1 divided by the cook rate (read-only). Time Scale multiplies it.
SubstepsSubstepsNumber of solver substeps per 1/60 second. More substeps are more stable.
IterationsIterationsNumber of constraint passes per substep.
ResolutionResolutionNumber of lattice cells across the longest axis of each body. Every disconnected piece gets its own lattice.
MarginMarginHow far the tet shell reaches outside the surface.
Snap To SurfaceSnapWhen on, the shell tets are cut to the surface at Margin, so the cage follows thin parts like ears and fingers. When off, the cage is made of whole lattice cubes.
Body PaddingPadcellsSets the number of empty lattice cells around each body, so its surface never sits on the edge of the lattice.
Max PiecesMaxpiecesSets the maximum number of disconnected bodies in the input. Extra pieces get no lattice.
Rebuild TetsRebuildtetsRebuild the tet mesh and rest state from the current input. This also happens on Start and Initialize.
Auto RebuildAutorebuildWhen on, the constraints are rebuilt every frame, for an animated input or changing topology.
Tets BuiltTetsbuiltShows the number of tetrahedra produced by the last build (read-only).
Vertices BuiltVerticesbuiltShows the number of lattice vertices produced by the last build, the points the solver moves (read-only).
Pieces BuiltPiecesbuiltShows the number of disconnected bodies found by the last build (read-only).
Build Time (ms)BuildtimeDuration of the last build in milliseconds (read-only).
Display TetsDisplaytetsDisplay the tet edges in the Display Color of the Collisions page.
InitializeInitializepulseInitializes the POP from its input and parameters.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGEMaterial
Vertex MassSetmassMass of every point when Mass is Set, in kg with 1 unit equal to 1 m.
DensityDensityMass per unit volume when Mass is set to Density.
StiffnessStiffnessSets the material stiffness, scaled by Stiffness Scale, as the Young's modulus of the Neo-Hookean solve.
Poisson RatioPoissonratioSets the volume preservation. 0.5 is incompressible, 0.45 is flesh and 0.3 is cork-like.
Damping RatioDampingratioSets the damping ratio of every tet constraint, where 0 is no damping and 1 is critical damping.
InflateInflateSets the target volume as a multiple of the rest volume. 1 keeps the rest volume, 1.5 swells by half and 0.8 shrinks.
Stiffness AttributeStiffnessattrSets the float point attribute, such as a painted falloff, that scales the stiffness of each tet through Attribute Mode.
Attribute RangeAttrrangeIn Logarithmic mode, the number of decades of stiffness the Stiffness Attribute spans below Stiffness.
Pin GroupPingroupPoint group of the mesh. The tets holding it are pinned.
Match AnimationMatchanimationWhen on, pinned points follow the live input. When off, they hold the rest pose.
Display PinsDisplaypinsDisplay the pinned points.
PAGECollisions
Enable Self CollisionEnableselfcollisionEnable collisions of the points with each other.
Contact ThicknessContactthicknessSets the contact radius of a tet vertex, in cells of its body. Bodies touch within twice this distance. Updates live.
Collision PassesSelfcollisionpassesNumber of self-collision solves per substep.
StiffnessSelfstiffnessFraction of each self-collision correction that is applied, from 0 to 1.
Enable Ground CollisionEnablegroundcollisionCollide with an infinite ground plane.
Display GroundDisplaygroundDisplay the ground plane.
Ground Collision MarginGroundmarginDistance the points keep from the ground.
Enable Bounding Box CollisionEnablebboxcollisionKeep the points inside the bounding box.
Display Bounding BoxDisplaybboxEnable drawing the bounding box.
Lower BoundsBboxlowerboundsEnable the lower walls of the bounding box in each axis.
Upper BoundsBboxupperboundsEnable the upper walls of the bounding box per axis.
Bounding Box Collision MarginBboxmarginDistance the points keep from the box walls.
Bounding Box POPBboxOptional POP whose world bounds replace the built-in box.
Display GeometryDisplaygeoEnable drawing the collider, as the mesh or the field's zero surface.
Collision PassesGeocollisionpassesNumber of collider solves per substep. More passes hold fast moving geometry.
Collision POPCollisionpopThe collider, either a mesh POP or an SDF field volume.
SolidSolidWhen on, points inside the collider are pushed out. When off, the collider is hollow.
Keep InsideKeepinsideWhen on, the collider is hollow and every outside point is pulled back in. When off, only escaping points are caught.
ProjectProjectPlace every point on the collider surface instead of colliding.
Collision OffsetCollisionoffsetDistance the points keep from the collider surface.
Collision DampingCollisiondampingVelocity lost on contact. 0 bounces and 1 stops.
Uniform ScaleScaleSpecifies a uniform scale factor for the collider and the bounding box.
PAGEForces
Gravity MultiplierGravitymultiplierMultiplies the Gravity vector.
Wind SpeedWindspeedThe wind acceleration along Wind Direction, in units per second squared.
Velocity DampingVelocitydampingAmount of damping applied to the velocity. 0 applies no damping.
Static ThresholdStaticthresholdSets the static friction coefficient. Contacts below it grip.
Dynamic ScaleDynamicscaleSets the kinetic friction coefficient that slows sliding contacts.
Enable SelfEnableselfEnable friction on the self-collision contacts.
Enable ExternalEnableexternalEnable friction on the bounding box, the Collision POP and fields. The ground always uses its own friction.
Ground Static ScaleGroundstaticscaleSets the static friction of the ground plane. 0 is frictionless.
Ground Dynamic ScaleGrounddynamicscaleSets the kinetic friction of the ground plane.
Enable GrabberEnablegrabberEnable the grabber: grab and drag the simulated points inside a sphere.
GrabGrabWhile on, the points inside the grabber when it turned on follow Position.
StrengthGrabstrengthDetermines how firmly the grabbed points follow. 1 holds them like pins, lower values let the simulation pull them.
Transition RangeTransitionrangeWidth of the falloff at the edge of the grabber sphere.
Transition AlignTransitionalignMoves the falloff inside (-0.5) or outside (0.5) the sphere edge.
Display GrabberDisplaygrabberDisplay the grabber sphere in the viewport.
PAGEAdvanced
Enable Max AccelerationEnablemaxaccLimit the acceleration to Max Acceleration.
Max AccelerationMaxaccelerationSets the maximum acceleration magnitude.
Limit Acceleration in Velocity UpdateLimitaccelWhen on, the acceleration limit applies to the velocity update instead of the position step.
Fallback to First Order Integration on CollisionFallbackcollisionUse first order integration on collision, which is more stable.
RelaxationRelaxationScales each constraint step. 1 is exact, below 1 is softer, above 1 is stiffer but jittery.
Self Step ClampSelfclampscaleLimits the move per substep to this fraction of the contact diameter, which prevents tunneling.
Rest Exclude ScaleRestexcludescaleSkips self-collision pairs that are closer at rest than this multiple of the contact distance.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Geometry
Output 0 POP - Geometry