
Carbon Morph¶
Description¶
This node defines a Morph simulation object, its import geometry, and the Morph parameters.
The Morph is a hybrid between a Collider and a Cloth.
In conjunction with the Cloth Point Group, it uses a goal skin that can be painted using the goalSkinStrength attribute name, to decide which part is kinematic (static or animated) or dynamic (simulated).
Note that any point not included in the Cloth Point Group will be kinematic throughout the whole simulation.
Adjust the Goal Skin Strength to set the force your morph will use to keep its shape. Strengths above the upper threshold will make the points kinematic, strengths below the lower threshold will make the points dynamic, while strengths in between the two thresholds will make the points skinned (a force pushes them back to their reference position).
Attach this node to a merge node together with a Carbon Cloth node, then the merge node to a Carbon Simulation to form a simple simulation scenario.

An animated Carbon Morph compressing itself and a spherical cloth.
A Carbon Morph can be set up in two modes: Standard and Advanced, with Advanced mode being set as default mode. For beginners, it is easier to use the Standard mode to start.
Modifying the parameters in one mode will update them in the other, making it easy to switch between the two modes.
Parameters¶
Standard¶
The Standard mode provides an easy to use interface to the Carbon Morph’s functionality.
Cloth Point Group groupB
Point group defining the cloth part of the geometry. If left empty, this node will behave like a Carbon Collider. If set to “*”, the whole geometry will be treated like a goal posed Carbon Cloth.
SOP Path soppath
The path to the reference pose geometry. Can be either a Geometry node object or a SOP node.
Note
If there is a velocity
point attribute on the Morph SOP Path
geometry, it will automatically be used to inject initial point velocities
into the Morph.
See also
Collision Properties
Face Group groupA
Face group defining the collision geometry.
Note
This parameter is optional. If left empty, all faces are used for the collision geometry.
Density density
Morph density. Unit in kg/m^2.
Stretch, Shear & Shrink
Stretch Factor stretchFactor
Morph stretch factor, must be greater than or equal to 1 and usually smaller than 2. Allows the morph to stretch up to this factor. Also allows the morph to compress down to the inverse of this factor.
Shear Factor shearFactor
Morph shear factor, must be greater than or equal to 1 and usually smaller than 2.
Note
Shearing is a special case of stretching with the added benefits of surface area preservation.
Shrink Factor shrinkFactor
Morph shrink factor, resting length of segments as a ratio of their reference length. Use 1 for the default (reference) resting length.
Values below 1 cause the morph to shrink, values above 1 causes the morph to grow. Some stretch factor is required to allow the morph to shrink/grow.
Resistance stretchResistance
Morph stretch and shear resistance (mass/time^2).
Damping stretchDamping
Morph stretch and shear damping (dimensionless).
Bending
Angular Limit bendLimit
Morph crease angular limit (degree), between 0 and 180.
See also
Resistance bendResistance
Morph angular resistance (mass * length^2 / time^2 / degree).
See also
Yield bendYield
Morph angular yield (degree), between 0 and 180.
Plasticity bendPlasticity
Morph angular plasticity, between 0 and 1.
Goal Skin Velocity Limit goalSkinVelocityLimit
The maximum relative velocity between a simulated and animated node.
Surface Pressure surfacePressure
Morph pressure. Unit in mass/length/time^2.
Describes the force per area over a surface map exercised by a virtual fluid.
Warning
High values can produce unstable explicit forces.
Viscous Damping viscousDamping
Morph viscous damping (1/time), damping control over the nodes’ group cohesion.
See also
Reducer reducer
Morph velocity reducer. Ranges from 0 to 1, where a value of 0 has no effect and 1 removes 100% of the point velocity.
Restitution restitution
Morph’s restitution, between 0 and 1.
Drag drag
Aerodynamics form drag. Shapes with a large apparent cross section exposed to the air flow and with a high, form drag coefficient, will receive more drag than thinner ones.
Warning
Explicit force, so high values can produce instability.
See also
Export¶
Export Velocity velocity
Enable to export point velocities.
Note
If there is a velocity
point attribute on the Morph SOP Path
geometry, it will automatically be used to inject initial point velocities
into the Morph.
Advanced¶
The Advanced mode provides an extended interface to the Carbon Morph’s functionality.
Activation activation
Enable this object. Use 0 to disable, any other value to enable.
Cloth Point Group groupB
Point group defining the cloth part of the geometry. If left empty, this node will behave like a Carbon Collider. If set to “*”, the whole geometry will be treated like a goal posed Carbon Cloth.
Note
Cannot be used in combination with Primitive Group. When Primitive Group is set, Cloth Point Group is automatically disabled and set to “*”.
Animated Geometry geometryAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Reference Pose
SOP Path refPose
The path to the geometry or SOP node.
Note
If there is a velocity
point attribute on the Morph SOP Path
geometry, it will automatically be used to inject initial point
velocities into the Morph.
The geometry can be animated when Animated is toggled on
.
Primitive Group refGroup
Face group defining the collision geometry.
Note
- Cannot be used in combination with Face Group or Cloth Point Group.
- When Primitive Group is set, Cloth Point Group is automatically disabled and set to “*”.
Collision Properties
Face Group groupA
Primitive group of the geometry that determines which primitive set goes into the morph shape. The whole geometry is used by default when this is left empty.
Note
- This parameter is optional. If left empty, all faces are used for the collision geometry.
- Cannot be used in combination with Primitive Group.
Animated Density densityAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Density densityBase
Morph density. Unit in kg/m^2.
Painted Attribute Range
Density densityRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: density
Animated Surface surfaceAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Surface Compression surfaceCompressionBase
Morph surface compression, must be strictly greater than 0 and smaller than or equal to extension.
See also
Surface Extension surfaceExtensionBase
Morph surface extension, must be strictly greater than 0 and greater than or equal to compression.
See also
Surface Pressure surfacePressureBase
Morph pressure. Unit in mass/length/time^2.
Describes the force per area over a surface map exercised by a virtual fluid.
Warning
Explicit force, high values can produce instability.
See also
Painted Attribute Range
Surface Compression surfaceCompressionRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: surfaceCompression
Surface Extension surfaceExtensionRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: surfaceExtension
Surface Pressure surfacePressureRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: surfacePressure
Animated Stretch stretchAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Stretch Stiffness stretchStiffnessBase
Morph stretch stiffness (mass/time^2).
See also
Stretch Viscosity stretchViscosityBase
Morph stretch viscosity (dimensionless).
See also
Stretch Compression stretchCompressionBase
Morph stretch compression, must be strictly greater than 0 and always be smaller than or equal to extension.
See also
Stretch Extension stretchExtensionBase
Morph stretch extension, must be strictly greater than 0 and always greater than or equal to compression.
See also
Stretch Equilibrium stretchEquilibriumBase
Morph stretch resting length (equilibrium) as a ratio of the reference length.
Use 1 for the default resting position.
See also
Painted Attribute Range
Stretch Stiffness stretchStiffnessRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: stretchStiffness
Stretch Viscosity stretchViscosityRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: stretchViscosity
Stretch Compression stretchCompressionRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: stretchCompression
Stretch Extension stretchExtensionRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: stretchExtension
Stretch Equilibrium stretchEquilibriumRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: stretchEquilibrium
Animated Bend bendAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Bend Stiffness bendStiffnessBase
Morph angular stiffness (mass * length^2 / time^2 / degree).
See also
Bend Viscosity bendViscosityBase
Morph angular viscosity (dimensionless).
See also
Bend Yield bendYieldBase
Morph angular yield (degree), between 0 and 180.
Bend Plasticity bendPlasticityBase
Morph angular plasticity, between 0 and 1.
Bend Limit bendLimitBase
Morph crease angular limit (degree), between 0 and 180 degree.
See also
Painted Attribute Range
Bend Stiffness bendStiffnessRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: bendStiffness
Bend Viscosity bendViscosityRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: bendViscosity
Bend Yield bendYieldRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: bendYield
Bend Plasticity bendPlasticityRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: bendPlasticity
Bend Limit bendLimitRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: bendLimit
Animated Goal Skin goalSkinAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Goal Skin Velocity Limit goalSkinVelocityLimit
The maximum relative velocity between a simulated and animated node.
Base Parameters
Goal Skin Strength goalSkinStrengthBase
The goal skin maximum strength.
See also
Goal Skin Viscosity goalSkinViscosityBase
The goal skin viscosity to cope with fast moving motions. Unit in 1/time.
Viscous behavior between a node and its animation.
Painted Attribute Range
Goal Skin Strength goalSkinStrengthRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: goalSkinStrength
Goal Skin Viscosity goalSkinViscosityRange
The multiplier of the painted point attribute values that add up to the base parameter.
Lower Threshold
Goal Skin Strength goalSkinLowerThreshold
The strength threshold below which a node is not skin constrained. The value for this attribute ranges from 0 to 1, interpolating between the lowest and the highest possible goal skin strength (taking both the base and the painted parameter into account).
See also
Upper Threshold
Goal Skin Strength goalSkinUpperThreshold
The strength threshold above which a skinned node becomes kinematic and animated. The value for this attribute ranges from 0 to 1, interpolating between the lowest and the highest possible goal skin strength (taking both the base and the painted parameter into account).
See also
Animated Viscous Damping viscousDampingAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Viscous Damping viscousDampingBase
Morph viscous damping (1/time), damping control over the nodes’ group cohesion.
See also
Painted Attribute Range
Viscous Damping viscousDampingRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: viscousDamping
Animated Reducer reducerAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Reducer reducerBase
Morph velocity reducer. Ranges from 0 to 1, where a value of 0 has no effect and 1 removes 100% of the point velocity.
Painted Attribute Range
Reducer reducerRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: reducer
Animated Friction/Restitution materialAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Static Friction staticFriction
Morph’s static friction, greater than or equal to 0 and greater than or equal to Dynamic Friction.
See also
Dynamic Friction dynamicFriction
Morph’s dynamic friction, greater than or equal to 0 and smaller than or equal to Static Friction.
See also
Restitution restitution
Morph’s restitution, between 0 and 1.
Animated Aerodynamics aerodynamicsAnimated
Enable animated parameters for this section by evaluating and updating the values at every frame.
Note
It’s good practice to leave this toggled off
when not using
animated parameters because it impacts performance.
Base Parameters
Form Drag formDragBase
Aerodynamics form drag. Shapes with a large apparent cross section exposed to the air flow and with a high form drag coefficient will receive more drag than thinner ones.
Warning
Explicit force, so high values can produce instability.
See also
Skin Drag skinDragBase
Aerodynamics skin drag. Friction of the skin against the air flow. Usually much smaller, and never bigger than form drag.
Warning
Explicit force, so high values can produce instability.
See also
Lift liftBase
Aerodynamics lift. Lift force coefficient.
Warning
Explicit force, so high values can produce instability.
See also
Painted Attribute Range
Drag dragRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: drag
Skin Drag skinDragRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: skinDrag
Lift liftRange
The multiplier of the painted point attribute values that add up to the base parameter.
Note
Painted point attribute name: lift
Parameter File¶
Use Parameter File fileOverride
Replace parameter values by expressions fetching the values from the loaded parameter file. Parameter values from the exclusion filter are left unchanged.
File Name fileName
Json file path to save this node’s current parameters to, and load the parameter file from.
Save save
Save this node’s current parameters to the specified file.
Load load
Load or reload the specified parameter file. As the overriding expressions always fetch values from the last loaded parameter file, and not from the file itself, use this button to refresh the loaded current parameter file with the values on disk.
Reload Every Time The Node Is Loaded reload
Automatically reload the parameter file when the scene is loaded. If the specified file cannot be found then the overriding expressions will use the values of the last loaded parameter file instead.
Exclusion Filter exclusionFilter
The exclusion filter allows to select which of the parameters are not to be replaced by the overriding expressions, therefore keeping their original values while all other parameters will evaluate with the values set from the last loaded parameter file.
Guide Geometry¶
Open Edges
Displays the shape edges that are open (edges with a single face attached) or non manifold (edges with more than two faces attached).
See also
Open Edges colorOpenEdgesr
colorOpenEdgesg
colorOpenEdgesb
Color used to draw all open edges.
Non Manifold edges colorNonManifoldEdgesr
colorNonManifoldEdgesg
colorNonManifoldEdgesb
Color used to draw all non manifold edges.
Angular Quality
Visualize the angular quality of the faces and therefore the suitability of the geometry for simulation.
See also
Excellent Quality colorExcellentQuality2r
colorExcellentQuality2g
colorExcellentQuality2b
Color used for drawing faces whose angular quality is extremely well suited to simulation.
Good Quality colorGoodQuality2r
colorGoodQuality2g
colorGoodQuality2b
Color used for drawing faces whose angular quality is well suited to simulation.
Average Quality colorAverageQuality2r
colorAverageQuality2g
colorAverageQuality2b
Color used for drawing faces whose angular quality is not ideally suited to simulation.
Poor Quality colorPoorQuality2r
colorPoorQuality2g
colorPoorQuality2b
Color used for drawing faces whose angular quality is not well suited to simulation.
Surface Quality
Visualize the surface consistency and therefore the suitability of the geometry for simulation.
See also
Excellent Quality colorExcellentQualityr
colorExcellentQualityg
colorExcellentQualityb
Color used for drawing faces of average surface that are extremely well suited to simulation.
Good Quality colorGoodQualityr
colorGoodQualityg
colorGoodQualityb
Color used for drawing faces of close enough to average surface that are well suited to simulation.
Average Quality colorAverageQualityr
colorAverageQualityg
colorAverageQualityb
Color used for drawing faces larger or smaller than the average surface that are not ideally suited to simulation.
Poor Quality colorPoorQualityr
colorPoorQualityg
colorPoorQualityb
Color used for drawing faces extremely larger or smaller than the average surface that are not well suited to simulation
Fatness Check
Visualize the Inter Fatness (the largest allowed self collision fatness set by the topology) in relation to the object’s Outer Fatness.
See also
Good Edges/Fatness colorValidEdgesr
colorValidEdgesg
colorValidEdgesb
Color used to draw all points with Inter Fatness bigger than the shape’s Outer Fatness. These points will use the given Outer Fatness for self collision.
Bad Compressed Edges colorFatCompressedEdgesr
colorCompressedFatEdgesg
colorFatCompressedEdgesb
Color used to draw all points with Inter Fatness smaller than the shape’s Outer Fatness but still bigger than half of the shape’s Outer Fatness. These points won’t be able to use the given Outer Fatness for self collision and use the Inter Fatness value instead.
Bad Edges/Fatness colorFatEdgesr
colorFatEdgesg
colorFatEdgesb
Color used to draw all points with Inter Fatness smaller than half of the shape’s Outer Fatness. These points won’t be able to use the given Outer Fatness for self collision and use the Inter Fatness value instead.
Double Sided
Visualize the geometry with two distinctive colors per triangle side.
Front colorFrontr
colorFrontg
colorFrontb
Color used to draw the front facing side.
Back colorBackr
colorBackg
colorBackb
Color used to draw the back facing side.
Paint Map
Visualize painted attributes using two base colors and interpolate in between.
Paint Map paintMap
The painted attribute to be displayed.
Zero colorZeror
colorZerog
colorZerob
Color used to draw a painted value of 0.
One colorOner
colorOneg
colorOneb
Color used to draw a painted value of 1.
Goal Skin
Visualize the points of the morph that are fully dynamic, skinned (using a mix of the two others’ color) or kinematic.
See also
Fully Dynamic colorDynamicPointr
colorDynamicPointg
colorDynamicPointb
Color used to draw all points that won’t be constrained by the Reference Pose.
Kinematic colorKinematicPointr
colorKinematicPointg
colorKinematicPointb
Color used to draw all points completely constrained by the Reference Pose.
Export¶
Export Velocity velocity
Enable to export point velocities.
Note
If there is a velocity
point attribute on the Morph Start Pose
geometry, it will automatically be used to inject initial point velocities
into the Morph.
Examples¶
$SIMCARBONTOOL_PATH/documentation/_downloads/morph.hip
$SIMCARBONTOOL_PATH/documentation/_downloads/morph_sop.hip