Propagate Sim

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Simulation/Propagate Sim

Performs a wave simulation. ​

Description

The Propagate Sim box is based on an accumulation of Blur over time. The texture format must be in the RGBA 16 bits to allow calculation.

General Use Case: The Propagate Sim box is useful to reveal content in conjunction with the Interpolate box.

Inputs

Pattern 2D Texture Receives the pattern texture multiplied by the simulation result.
Reset Trigger Resets the simulation upon the reception of this event.
Texture 2D Texture Receives the detection texture. The texture format must be in the RGBA 16 bits to allow calculation.

Outputs

Texture 2D Render Target Outputs the result of the simulation in a texture

Parameters

General

Enable Input Pin: Reset Toggle Activates the Reset Input Pin.

Speeds

Simulation Steps Int Sets the number of iterations made by the simulation at each frame.
Propagate Speed Float Sets the propagation speed.
Fade Speed Float Sets the multiplier of the propagation fade out. A positive value fades to white and a negative value fade to black.
Global Fade Speed Float Sets the multiplier of the whole simulation fade out. A positive value fades to white and a negative value fade to black.

Multipliers

Input Multiplier Float Multiplies with the inputted texture and affect the propagation of the simulation.
Output Multiplier Float Multiplies with the propagation result and affects the propagation of the simulation.

Direction

Propagation Offset Float2 Sets the direction of the propagation by offsetting the propagation over a frame.

Format

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Channel Settings

Set Format Toggle Allows the box to change the format of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.
Format String Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.
Format Components String Sets the Components used for the outputted texture.
Format Component Bit Depth String Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.
Format Component Type String Sets the pixels value type depending on the Bit Depth.

Canvas Settings

Set Resolution Toggle Allows the box to change the resolution of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.
Resolution Mode String Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.
Canvas 2D ResolutionRef Chooses the reference Canvas and sets the resolution of the outputted texture.
Maximum Resolution Int Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.
Lock Aspect Ratio Toggle Locks the Aspect Ratio for Custom resolution.
Aspect Ratio 2D ResolutionRef Chooses the reference Canvas for the aspect ratio.
Size XY Int2 Sets the size in pixels of the outputted texture.

See Also

Boxes related

Format, Interpolate, Fluid Sim, Layers, Wave Sim, ​​

Version Information

Current documentation version: 2.1.2. ​ ​