Command entry:Particle View Click or add a MassFX World operator Click the => button if available, otherwise click Create New Driver and then click =>.
Command entry: Modify panel > Viewport Select a MassFX World helper
Command entry:Create panel Helpers Particle Flow Click MXWorld Drag out the box-shaped helper in the viewport.
The MassFX World helper, also known as a driver, defines the global properties of a simulation.
NoteThe icon of a MassFX World driver cannot be animated, nor can the parameters of a MassFX World driver. You can animate the
MassFX World driver icon but the gravity direction and ground location, as defined by the icon placement and orientation,
are defined by the icon location at frame 0.
The MassFX World Helper interface comprises two rollouts: Parameters (this section) and Advanced Parameters.
NoteUsing the standard Hide function on a MassFX World helper also hides any associated MassFX Glue bindings. To hide either without affecting the visibility
of the other, use the Hide Visual Representation options at the bottom of this rollout.
Enables gravity, the most commonly used force in simulating real-world physics. The direction of the gravity force is determined
by the orientation of the MassFX World helper icon. When on, an arrow appears at the center of the icon to indicate the gravity
The magnitude of the gravity force. The default value corresponds to the gravity force on Earth at sea level.
NoteWhen you add a MassFX World helper, the software determines the default Acceleration value based on the current Units Setup
(Customize Units Setup System Unit Setup). If you change the Units Setup (Customize menu) after creating the MassFX World helper, the Acceleration
value no longer corresponds to the standard gravity force.
Ground Collision Plane
Creates an invisible ground plane with which particles collide. The ground plane is not associated with any geometry; rather,
the MassFX World helper's icon position and orientation define the plane. When on, a cross icon appears on one of the icon
faces to specify the plane of the ground collision.
For examples of using the Apply Gravity and Ground Collision Plane options, play the following video.
Ground Bounce And Friction group
Set the dynamics properties for the ground plane when Ground Collision Plane is on:
The amount of energy that the ground plane restores to any particles that collide with it. Typically this produces a bouncing
effect. Setting this to 1.0, the maximum value, potentially results in a condition that satisfies Newton's third law: To every
action there is an equal and opposite reaction.
When Restitution is close to 1.0, the bounce effect is pronounced, but as a result, not much energy is dissipated during a
collision, and the dynamics solution might lack stability. Use values close to 1.0 at your own risk: when you have a small
number of colliding objects, and they don't bundle together.
For examples of using the Restitution value, play the following video.
The force that resists motion between two non-moving surfaces (particles and the ground).
For examples of using the Static Friction value, play the following video.
The force that resists motion between two moving surfaces (particles and the ground).
For examples of using the Dynamic Friction value, play the following video.
NoteThe Particle Flow interface does not have the ability to define these parameters for each material pair. Instead, the parameters
are defined on per-material basis. The actual parameters for object-to-object interaction (the material-pair parameters) are
calculated as an average of the parameters for each material.
Set World Limits
Use this option to optimize the simulation performance. When on, the simulation is calculated accurately only inside the volume
defined by the helper's icon. Outside the box the simulation is quite simplified; this typically means that forces are usually
calculated but collision detection is not, because it's the most expensive part of simulation calculations.
With large particle count (thousands of particles), you can speed up calculation of the simulation significantly if this option
is on; in some situations by an order of magnitude. The calculation speedup comes at the price of memory: If World Limits
are known (when the option is on), the MassFX simulation engine makes a spatial analysis of this volume in relation to particle
For an example of using the Set World Limits option, play the following video.
Set the dimensions of the helper icon in world units. Usually, the size of the icon does not affect the simulation; it just
shows the gravity direction and ground collision plane. The only exception is when Set World Limits (see preceding) is on.
Collision Exclusion group
By default, all items in the simulation are assigned to Collision Group 0, which means they collide with everything in simulation.
To optimize calculation and for other reasons, you can assign a specific collision group to items with the MassFX Shape and
MassFX Collision operators.
In the Collision Exclusion group you can define "do not calculate" collisions between specific collision groups. If you know
that two sets of items are never going to be in the proximity of each other, or you don't care whether those items pass through
each other, you can define exclusion for a pair of collision groups. Do this by setting the Collision Group value to one Collision
Group ID value, and then selecting a button with the other Collision Group ID. The button stays active (yellow), thus identifying
a pair of collision groups with collision exclusion.
Run Baked Simulation
When on, the simulation runs from an existing cache; available only after using Cache/Bake Simulation (see following).
You can play back a baked simulation with Time Configuration Real Time on or off. A non-baked ("live") simulation can run only in non-Real Time playback mode. This is because "live" simulation
needs a specific time-step integration that is unavailable in Real Time playback mode. The software does not prevent you from
running a "live" simulation in Real Time playback mode without a cache, but the result will be inconsistent and sometimes
Opens a dialog with statistics for the baked simulation, including the amount of memory it consumes. The baked simulation
is stored with the scene file.
Calculates the simulation in the defined time interval and stores the simulation data in an interface cache. Once the simulation
data are stored in a cache, Run Baked Simulation becomes available. To remove the baked simulation, thus preventing overlarge
scene files, click the X button.
The time interval to calculate the simulation for baking is defined by the following parameters:
Set the frame range for caching the simulation. The options are:
Custom RangeDefined the custom range with the two time spinners: [Start] To [Finish].
When on, updates the viewports as the simulation is calculated. Turn off for faster calculation, but without visual feedback.
TipYou need not calculate the simulation in one continuous "go." You can calculate sections while changing simulation parameters
for different takes. For example, you could cache the simulation with one set of parameters over frames 0 - 50, and with different
parameters for frames 51 - 100. Then, when you run the baked simulation, you might see a change in motion at frame 50.
Enables non-real time playback of the simulation, so the simulation doesn't skip any animation frames. This guarantees consistent
This command runs the simulation repeatedly over the active time segment. Use the Simulation Playback dialog controls to change
the playback speed and view the actual speed and current frame. Use the Stop and Play buttons to toggle playback. To exit
the dialog, click Cancel.
Hide Visual Representation
Switches for toggling the visibility of the MassFX World helper icon and the MassFX Glue bindings in events controlled by
the MassFX World helper. When on, the respective element or elements do not appear in the viewports.
Interface - Advanced Parameters rollout
The simulation uses the Particle Flow System integration step as a timing parameter for each step of the simulation. To add
extra precision for simulation purposes, you can subdivide the system integration step into smaller simulation intervals in
one of two ways:
FixedUses the Subframe Factor setting (see following) to subdivide the system integration step.
VariableThe MassFX engine determines the best way to subdivide and define the step interval.
TipFor stable, reproducible simulation in conjunction with MassFX Glue, it is strongly recommended that you use the Fixed subframe type.
When Subframe Type is set to Fixed, this setting tells Particle Flow how to subdivide the system integration step into smaller
simulation intervals. A Subframe Factor value of 1 means that no additional subdivision occurs; 2 means that the main integration
step is halved for physics simulation purposes, and so on.
TipIf you encounter instability in your simulation, such as objects moving when they shouldn't, try increasing the Subframe Factor
value. The general rule of thumb for setting Subframe Factor is to double the Max Binds p/Particle value and add 2. So, if Max Binds p/Particle is 4, then set Subframe Factor to (2 x 4) + 2=10.
Sometimes you can get away with a lower Subframe Factor value, depending on the overall complexity of your simulation. In
general, you need to experiment to find the best setting.
For examples of using the Subframe Type option and the Subframe Factor value, play the following video.
Time Scale %
Use this setting to speed up or slow down the simulation time. You can animate this setting, so, for example, you could run
the simulation at normal speed initially and then, for a few frames, decrease Time Scale to a low value for a "bullet time"-type
NoteFor best results, when you change the Time Scale % value, adjust the Subframe Factor value (see preceding) by a similar factor.
For example, if Subframe Factor is 18 and you set Time Scale % to 50.0 (from the default 100.0), change Subframe Factor to
9. Not doing so can alter the simulation output noticeably.
For an example of the effects of animating the Time Scale % value, play the following video.
Sleep Thresholds group
To optimize calculations, the MassFX engine places simulation elements in an inactive or sleeping state if they move slowly
or have low energy. In this state, a particle no longer participates in the simulation, and stays asleep until touched by
an active particle via collision, or one of its properties is changed (usually by an Output MassFX suboperator). This can
help to reduce jitter when particles are almost static.
The Sleep Thresholds group settings specify the method used and define the minimal values for particle properties for when
a particle will be put to sleep.
To define how the system determines when to put particles to sleep, choose one of the following:
EnergyTakes particle mass into account, so that if a large particle moves slowly, it won't be put to a sleeping state because its
mass value creates sufficient energy even at slow speed. Use the Energy and Bounce parameters (see following) to define the
sleeping state using this method.
Speed/SpinBoth Speed and Spin values of a particle must fall below the defined thresholds (see following) for a particle to go to sleep.
Use the following settings to specify the values below which a sleep state is defined, depending on the method (see preceding):
The energy threshold below which a particle may go to sleep. Particles whose kinetic energy is above this threshold will
not be put to sleep.
The linear velocity, in world units per second, below which a particle may go to sleep. Particles whose linear velocity is
above this threshold will not be put to sleep.
The angular velocity, defined in degrees of rotation per second, below which a particle may go to sleep. Particles whose angular
velocity is above this threshold will not be put to sleep.
Does not relate directly to sleeping states but rather affects how fast a simulation settles down. The Bounce setting defines
a relative velocity value, in world units per second, between colliding items (particle-to-particle or a particle-to-deflector).
A contact or collision with a relative velocity below this value means the particle will not bounce.
Reset To Default Values
Returns the Sleep Thresholds group settings (except the Energy vs. Speed/Spin radio button) to their default values.
Enable Multi Threading
If your computer has multiple CPUs (real or virtual) and no PhysX hardware, you can speed up simulation processing by enabling
this switch and setting Thread Count to the number of CPUs to use for calculating the simulation. The software does not check
for the accuracy of the Thread Count value.
NoteDue to scene complexity, some simulations cannot be split easily into multiple cores; in such cases, with multithreading a
small performance penalty might result.
Use Hardware PPU
If NVIDIA PhysX hardware is present on the computer, this option becomes available and you can turn it on to instruct the
MassFX World driver to run the simulation on the hardware.
NoteThe PhysX hardware can hold only one simulation at a time. Thus, if your particle system contains multiple MassFX World drivers
for several concurrent simulations, only one of the drivers can use hardware for simulation. Also, other plug-ins that use
PhysX hardware can interfere with the ability of MassFX World driver to use the hardware for simulation.
Hardware scenes can run in two modes: Restricted and Normal. When running in restricted mode, the hardware performs the broadphase
collision detection that is limited to 4,000 simulation items (particles + deflectors). Alternatively, in normal mode, when
Restricted Broadphase is off, the broadphase is performed in software and the only limitation is memory, currently set at
64K different shapes. The tradeoff is that running the broadphase in software results in additional CPU usage, and can result
in lower performance. In summary, if the number of simulated particles can exceed 4,000 at any time, turn off Restricted Broadphase.
There are other limitations imposed on hardware scenes:
A hardware scene can hold up to 64,000 bindings (see MassFX Glue test) and 64,000 simulation items (particles and deflectors).
There is a further limitation on the number of active (not asleep) simulation items. While a scene can contain 64,000 simulation
items (if it is not a restricted scene); only 4,000 simulation items and 4,000 bindings can be active.
The hardware supports a maximum of 32 faces and 32 vertices for a convex shape (see MassFX Shape Operator). Larger shapes will fall back to software.
The hardware uses a different solver, so the behavior of bindings and collisions differs from that run on software. For that
reason, do not mix frames rendered in software and hardware simulations.
Safe Mode Simulation
When on, you can specify the maximum time, in seconds, that the simulation engine can take to calculate an integration step
(see Calculation Limit, following). When off, there is no time limit for calculating a simulation step, and if the simulation
is successful, it can run marginally faster than when on. Default=on.
This option can help in certain situations in which the MassFX engine might fall into an infinite loop or cannot resolve
an integration step in a reasonable amount of time (for example, when the particle size is much larger than the Birth Grid
Grid Size setting). In general, especially when first learning Particle Flow Simulation, keep Safe Mode Simulation on. With
experience, you can avoid most of the pitfalls of the MassFX engine, and can then turn this option off. You can also edit
the ParticleFlowToolsBox2.ini file to turn off this option by default (see Customizing Particle Flow Simulation Tools ).
The maximum time, in seconds, that the simulation engine is allowed to take to calculate an integration step. If the time
is exceeded, the simulation stops and an error message appears on the status bar. You can then undo and try a different method.
Available only when Safe Mode Simulation is on.