The Impact Context class contains all the necessary information regarding physical surfaces and their reaction to projectile impact. You can create as many Impact Contexts as you want. Be careful with memory consumption though!
For each surface, you can add modules which will launch different effects. Modules are already integrated into the plugin but you can create your own.
Physics Settings #
- Properties : Allows you to indicate the physical properties of a surface, such as whether it is solid or liquid, hot or cold or even a conductor of electricity. These properties affect the physical simulation of the projectile and the visual effects. Note that certain properties are currently not used and will have no effect.
- Physical Material : Contains more in-depth physics data. Used by the engine for physics simulation, Impact Designer currently uses physical material only to recognize the type of surface but in future updates, Impact Designer will be able to use this data to improve the physical reaction to a projectile impact with a surface. For the moment, you just have to enter the surface type.
- Surface Resistance : Determine the strength of a solid surface. Has no effect on a liquid or gas surface. Value between 0 and 1. Zero being a fragile surface, one being an indestructible surface. Determine the strength of a solid surface. Has no effect on a liquid or gas surface. Value between 0 and 1. Zero being a fragile surface, one being an indestructible surface. This parameter is used to determine if a projectile can pass through a surface. It is also used to determine if a projectile is fragmented in the event of impact.
- Can Cause Ricochet : If activated, a projectile, if the conditions are met, can ricochet off the surface.
- Can be Crossed : If activated, a projectile, if the conditions are met, can cross the surface.
Ricochet Settings #
- Ricochet Out Angle Multiplier : Out angle of projectile after ricochet is calculated based on angle from surface and a cone trajectory random. You can increasing the cone size for trajectory by increasing multiplier.Decreasing to 0 means ricochet angle is only based on angle from surface.
- Ricochet Incident Angle Multiplier : Projectile has max incident angle but you can increasing the chance of ricochet by increasing this multiplier. Decreasing to 0 disable ricochet on this surface.
- Ricochet Velocity Reduction Coefficient : How much velocity a projectile can lose from a ricochet on this surface. Normally, the projectile already lose velocity from ricochet (friction) but you can modify the loss factor by increasing or decreasing this coefficient.
- Wide Ricochet Deflection : Enable Wide ricochet deflection if you want an occasional ricochet beyond the ricochet max incident angle.
- Wide Ricochet Deflection Chance : Probability of a wide deflection ricochet occurring. Keep this number very low unless you want your projectiles to bounce often (1 = all the time) on this surface. 0 disables this feature.
- Ricochet Effect Events : Modules that is responsible to spawn customized effect on ricochet impact.
Crossing Object #
- Projectile Deviation : Whether or not surface can change the projectile path during projectile penetration.
- Projectile Deviation Modifier : How much the projectile path is changed during penetration.
- Cross Object Velocity Loss Factor : Percentage of velocity that projectile loss when crossing an object. Value between 0 to 1. 0.3 = loss 30% of velocity. Only used in simple calculation mode.
- Min Velocity to Cross Surface : If projectile velocity is under this value, it is stopped. Only used in simple calculation mode.
- Test Surface Thickness : Used to determine more accurately if projectile can penetrates the surface.
- Simple Mode : Only the hardness and velocity of the projectile, the resistance of the surface and the thin property are taken into account in determining whether or not projectile can cross object.
- Advanced Mode : Hardness and velocity of the projectile and the resistance, density and thickness of the surface are taken into account in determining whether or not projectile can cross object. Require Impact Context on projectile for calculation. Warning! Can be slow.
- Thickness Factor : Not used for now.
- Max Object Thickness : The projectile can pass through this surface if the thickness is less than this value.
- Use Crossing Object in Effect : If enabled, process module for front effect.
- Override Effect Event : If enabled, use In Crossing Effect Events instead of Impact Effect Events.
- In Crossing Effect Events : Modules that is responsible to spawn customized effect on front crossing object impact.
- Use Crossing Object Out Effect : If enabled, process module for back effect.
- Out Crossing Effect Events : Modules that is responsible to spawn customized effect on back (Projectile Out).
- Can Fragment Projectile : Whether or not projectile can be fragmented if surface resistance is too high. Has no effect if the projectile is not fragmentable.
- Projectile Fragmentation Modifiler : The chance of the projectile fragmenting.
- Min Velocity to Fragment Projectile : The velocity necessary before impact to fragment the projectile.
- Impact Effect Events : Modules that is responsible to spawn customized effect on impact.