9.0
Table Of Contents
172 SOLVER OBJECT
DYNAMICS
DYNAMICS
SOLVER OBJECT 173
Details Tab
Here you’ll nd settings that
relate to collision detection
and baking.
Collision Eps (Epsilon)
This parameter is used for collision detection only. It denes a distance in units above
and below the surface in which collision can take place, helping to avoid penetration.
As soon as an object enters this region, the object will rebound.
Here, the dots represent the
nearest point of an object as the
object rebounds off a cuboid.
The rebound will take place as
soon as the point enters the Eps
region.
The Eps parameter is more important that it rst appears. It is especially critical
when fast-moving objects are colliding with each other. In such cases, the objects
will penetrate each other if the Eps value is set too low.
Set the Eps value too high, on the other hand, and objects will rebound before they
should. For example, two pool balls may rebound while they are still 10 cm apart
if the Eps value is too high. Here, a popular technique can help you to obtain more
reliable collisions. It works by making use of a proxy object, using a similar technique
to the proxy collision object described in the chapter on rigid bodies. This time, the
proxy object should be scaled down so that it is smaller than the real object. This will
enable you to use a higher, more reliable, Eps value.