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Nexus

simulations/nexus·v1.5.1
IN:3  OUT:3

Nexus simulates the geometry on its first input using the constraint stream on its second, built by the Constraints operator and edited by Constraint Property. It solves stretch, bend, struts, glue, pins, attachments, pressure, shape matching and hair rods together with grain and fluid particles from a Particle Source, and outputs the simulated geometry, the constraints and the target geometry.

Self collision, a ground plane, a bounding box, a mesh or field collider, wind, drag, friction and a grabber act on every point, and adaptive substeps follow the fastest moments. The simulation runs as a feedback loop (Initialize, Start, Play) with a Target Feedback Loop POP for forces downstream, and its three outputs wire into Nexus Postprocess for welded seams, stress coloring, smoothing and guides.

PAGENexus
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later. P, PartVel and PartForce are 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.
Particle SubstepsParticlesubstepsSets the substeps of the grains and fluid, rounded to a divisor of Substeps. The constraints keep every substep. Fluids need at least 2.
Particle IterationsParticleiterationsSets the constraint iterations of the grains and fluid on each of their substeps. Fluids need at least 2.
Adaptive SubstepsAdaptivesubstepsWhen on, the substep count follows the simulation between Min and Max Substeps. When off, the fixed Substeps are used.
Adapt ConstraintsAdaptiveconstraintsWhen on, every point can raise the substep count, including cloth, hair and soft bodies. When off, only grains and fluid set it.
Min SubstepsMinsubstepsSets the fewest substeps per 1/60 second, more below 60 FPS. With Adapt Constraints on, set it to what cloth, hair and soft bodies need at rest.
Max SubstepsMaxsubstepsSets the most substeps per 1/60 second, more below 60 FPS, for the fastest moments.
CFL ConditionCflconditionSets how far the fastest point may move per substep, in its own radii. Lower values run more substeps and tunnel less, higher values are cheaper.
Current SubstepsCurrentsubstepsShows the number of substeps the solver runs this frame (read-only).
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.
PAGECollisions
Enable Self CollisionEnableselfcollisionEnable collisions of the surfaces with each other, and of grains and fluid with the meshes.
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.
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.
Normal DragNormaldragAir drag across the surface where the geometry carries no DragNormal. The velocity along the normal decays at this rate per second.
Tangent DragTangentdragAir drag along the surface where the geometry carries no DragTangent.
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.
Visualize Grabbed PointsVisgrabbedpointsColor the points the grabber holds (or would take) red.
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.
Search ScaleSearchscaleSets the neighbor search range as a multiple of the contact distance, used for the particle contacts and attraction.
Max NeighborsMaxneighborsMaximum number of neighbors each particle considers per substep. Fewer is faster, too few lets particles overlap.
Repulsion WeightRepulsionweightSets the strength of the particle contacts. 1 resolves the overlap in each iteration.
Attraction WeightAttractionweightSets the strength of the pull between grains that are slightly apart, for clumping materials like wet sand. Does not apply to fluid.
Kernel Radius ScaleKernelradiusscaleSets the radius of the fluid kernel in particle radii. Larger values give a smoother fluid and bigger drops but are slower.
ViscosityFluidviscosityDetermines how much each fluid particle's velocity moves toward its neighbors' every substep. 0.01 is like water, 1 is nearly rigid.
Surface TensionSurfacetensionCohesion between fluid particles of the same phase. Forms drops and a surface skin.
AdhesionAdhesionSets how strongly the fluid clings to solid particles, the ground, the bounding box and colliders.
Relaxation EpsilonRelaxationepsilonSoftens the fluid density constraint. Higher values are softer and more stable.
Unilateral DensityUnilateraldensityWhen on, the fluid density only pushes particles apart, which prevents clumping. When off, Anti-Clumping applies.
Anti-ClumpingAnticlumpingWhen Unilateral Density is off, keeps fluid particles from clumping into strings and clusters. 0 turns it off.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Geometry
Input 1 POP - Constraints
Input 2 POP - Target Geometry
Output 0 POP - Geometry
Output 1 POP - Constraints
Output 2 POP - Target Geometry