Nexus
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.
| Target Feedback Loop POP | Targetpop | A reference to a POP node downstream in the network whose data is retrieved one frame later. P, PartVel and PartForce are read back. |
| Time Scale | Timescale | Speed multiplier on the time step. 0 freezes and 2 doubles. |
| Time Step | Timestep | The time step per frame in seconds, 1 divided by the cook rate (read-only). Time Scale multiplies it. |
| Substeps | Substeps | Number of solver substeps per 1/60 second. More substeps are more stable. |
| Iterations | Iterations | Number of constraint passes per substep. |
| Particle Substeps | Particlesubsteps | Sets the substeps of the grains and fluid, rounded to a divisor of Substeps. The constraints keep every substep. Fluids need at least 2. |
| Particle Iterations | Particleiterations | Sets the constraint iterations of the grains and fluid on each of their substeps. Fluids need at least 2. |
| Adaptive Substeps | Adaptivesubsteps | When on, the substep count follows the simulation between Min and Max Substeps. When off, the fixed Substeps are used. |
| Adapt Constraints | Adaptiveconstraints | When on, every point can raise the substep count, including cloth, hair and soft bodies. When off, only grains and fluid set it. |
| Min Substeps | Minsubsteps | Sets 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 Substeps | Maxsubsteps | Sets the most substeps per 1/60 second, more below 60 FPS, for the fastest moments. |
| CFL Condition | Cflcondition | Sets 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 Substeps | Currentsubsteps | Shows the number of substeps the solver runs this frame (read-only). |
| Initialize | Initializepulse | Initializes the POP from its input and parameters. |
| Start | Startpulse | Start the simulation from the initialized state. |
| Play | Play | Pause or play the feedback loop. |
| Step | Steppulse | Advance the simulation by one frame while paused. |
| Enable Self Collision | Enableselfcollision | Enable collisions of the surfaces with each other, and of grains and fluid with the meshes. |
| Collision Passes | Selfcollisionpasses | Number of self-collision solves per substep. |
| Stiffness | Selfstiffness | Fraction of each self-collision correction that is applied, from 0 to 1. |
| Enable Ground Collision | Enablegroundcollision | Collide with an infinite ground plane. |
| Display Ground | Displayground | Display the ground plane. |
| [+]Ground Position | Groundposition | A point on the ground plane. |
| [+]Ground Direction | Grounddirection | Normal of the ground plane. 0 1 0 is a level floor. |
| Ground Collision Margin | Groundmargin | Distance the points keep from the ground. |
| Enable Bounding Box Collision | Enablebboxcollision | Keep the points inside the bounding box. |
| Display Bounding Box | Displaybbox | Enable drawing the bounding box. |
| [+]Bounding Box Center | Bboxcenter | Center of the bounding box, in collider space. |
| [+]Bounding Box Size | Bboxsize | Size of the bounding box, in collider space. |
| Lower Bounds | Bboxlowerbounds | Enable the lower walls of the bounding box in each axis. |
| Upper Bounds | Bboxupperbounds | Enable the upper walls of the bounding box per axis. |
| Bounding Box Collision Margin | Bboxmargin | Distance the points keep from the box walls. |
| [+]Collision Type | Collisiontype | Selects the collider: none, a POP mesh (ray traced, Windows only) or a field used as an SDF volume. |
| Display Geometry | Displaygeo | Enable drawing the collider, as the mesh or the field's zero surface. |
| Collision Passes | Geocollisionpasses | Number of collider solves per substep. More passes hold fast moving geometry. |
| Collision POP | Collisionpop | The collider, either a mesh POP or an SDF field volume. |
| [+]Dist Attribute (SDF) | Distattr | For a field collider, the signed distance attribute of the Collision POP, negative inside. |
| Solid | Solid | When on, points inside the collider are pushed out. When off, the collider is hollow. |
| Keep Inside | Keepinside | When on, the collider is hollow and every outside point is pulled back in. When off, only escaping points are caught. |
| Project | Project | Place every point on the collider surface instead of colliding. |
| Collision Offset | Collisionoffset | Distance the points keep from the collider surface. |
| Collision Damping | Collisiondamping | Velocity lost on contact. 0 bounces and 1 stops. |
| [+]Transform Order | Xord | Sets the transform order of the collider and the bounding box. |
| [+]Rotate Order | Rord | Sets the order of the rotations of the collider and the bounding box. |
| [+]Translate | T | Translate the collider and the bounding box in the three axes. |
| [+]Rotate | R | Rotate the collider and the bounding box around the X, Y and Z axes. Angles are given in degrees. |
| [+]Scale | S | Scale factor for each axis of the collider and the bounding box. |
| [+]Pivot | P | The pivot point for the rotate and scale of the collider and the bounding box. |
| Uniform Scale | Scale | Specifies a uniform scale factor for the collider and the bounding box. |
| [+]Display Color | Displaycolor | Sets the color of the displayed guides. |
| [+]Gravity | Gravity | The gravity vector in units per second squared. |
| Gravity Multiplier | Gravitymultiplier | Multiplies the Gravity vector. |
| [+]Wind Direction | Winddirection | The direction the wind blows in. Its length does not matter. |
| Wind Speed | Windspeed | The wind acceleration along Wind Direction, in units per second squared. |
| Velocity Damping | Velocitydamping | Amount of damping applied to the velocity. 0 applies no damping. |
| Normal Drag | Normaldrag | Air drag across the surface where the geometry carries no DragNormal. The velocity along the normal decays at this rate per second. |
| Tangent Drag | Tangentdrag | Air drag along the surface where the geometry carries no DragTangent. |
| Static Threshold | Staticthreshold | Sets the static friction coefficient. Contacts below it grip. |
| Dynamic Scale | Dynamicscale | Sets the kinetic friction coefficient that slows sliding contacts. |
| Enable Self | Enableself | Enable friction on the self-collision contacts. |
| Enable External | Enableexternal | Enable friction on the bounding box, the Collision POP and fields. The ground always uses its own friction. |
| Ground Static Scale | Groundstaticscale | Sets the static friction of the ground plane. 0 is frictionless. |
| Ground Dynamic Scale | Grounddynamicscale | Sets the kinetic friction of the ground plane. |
| Enable Grabber | Enablegrabber | Enable the grabber: grab and drag the simulated points inside a sphere. |
| Grab | Grab | While on, the points inside the grabber when it turned on follow Position. |
| [+]Position | Grabposition | Sets the position of the grabber in world space. |
| [+]Radius | Grabradius | Sets the radius of the grabber sphere on each axis. |
| Strength | Grabstrength | Determines how firmly the grabbed points follow. 1 holds them like pins, lower values let the simulation pull them. |
| Transition Range | Transitionrange | Width of the falloff at the edge of the grabber sphere. |
| Transition Align | Transitionalign | Moves the falloff inside (-0.5) or outside (0.5) the sphere edge. |
| [+]Transition Type | Transitiontype | Determines the interpolation curve of the falloff. |
| Display Grabber | Displaygrabber | Display the grabber sphere in the viewport. |
| Visualize Grabbed Points | Visgrabbedpoints | Color the points the grabber holds (or would take) red. |
| [+]Integration Order | Integrationorder | Sets the integration order of the position update. |
| Enable Max Acceleration | Enablemaxacc | Limit the acceleration to Max Acceleration. |
| Max Acceleration | Maxacceleration | Sets the maximum acceleration magnitude. |
| Limit Acceleration in Velocity Update | Limitaccel | When on, the acceleration limit applies to the velocity update instead of the position step. |
| Fallback to First Order Integration on Collision | Fallbackcollision | Use first order integration on collision, which is more stable. |
| Relaxation | Relaxation | Scales each constraint step. 1 is exact, below 1 is softer, above 1 is stiffer but jittery. |
| Self Step Clamp | Selfclampscale | Limits the move per substep to this fraction of the contact diameter, which prevents tunneling. |
| Rest Exclude Scale | Restexcludescale | Skips self-collision pairs that are closer at rest than this multiple of the contact distance. |
| Search Scale | Searchscale | Sets the neighbor search range as a multiple of the contact distance, used for the particle contacts and attraction. |
| Max Neighbors | Maxneighbors | Maximum number of neighbors each particle considers per substep. Fewer is faster, too few lets particles overlap. |
| Repulsion Weight | Repulsionweight | Sets the strength of the particle contacts. 1 resolves the overlap in each iteration. |
| Attraction Weight | Attractionweight | Sets the strength of the pull between grains that are slightly apart, for clumping materials like wet sand. Does not apply to fluid. |
| Kernel Radius Scale | Kernelradiusscale | Sets the radius of the fluid kernel in particle radii. Larger values give a smoother fluid and bigger drops but are slower. |
| Viscosity | Fluidviscosity | Determines how much each fluid particle's velocity moves toward its neighbors' every substep. 0.01 is like water, 1 is nearly rigid. |
| Surface Tension | Surfacetension | Cohesion between fluid particles of the same phase. Forms drops and a surface skin. |
| Adhesion | Adhesion | Sets how strongly the fluid clings to solid particles, the ground, the bounding box and colliders. |
| Relaxation Epsilon | Relaxationepsilon | Softens the fluid density constraint. Higher values are softer and more stable. |
| Unilateral Density | Unilateraldensity | When on, the fluid density only pushes particles apart, which prevents clumping. When off, Anti-Clumping applies. |
| Anti-Clumping | Anticlumping | When Unilateral Density is off, keeps fluid particles from clumping into strings and clusters. 0 turns it off. |
| Free Extra GPU Memory | Freeextragpumem | Free memory that has accumulated when output memory has grown and shrunk. |
POP - GeometryPOP - ConstraintsPOP - Target GeometryPOP - GeometryPOP - ConstraintsPOP - Target Geometry
