// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. float seedDustRadius = 0.02f; //float seedDustNumPerSite = 15; //float seedDustNumPerSiteCollisionEvent = 3; float seedDustNumPerSite = 20; float seedDustNumPerSiteCollisionEvent = 4.5f; float applyForcePointAreaPerSample = 0.005f; float applyForceFromPointsDrag = 0.1f; //float noise3DScale = 1.5f; //float noise2DScale = 0.5f; float noiseKIsoDecay = 0.99f; float noiseKAniDecay = 0.99f; float noise3DScale = 0.75f*0.5f; float noise2DScale = 0.32f*0.5f; float dustMaxLife = 5.0f; float dustMinLife = 1.0f; float dustParticleOpacity = 0.1f; float dustParticleRenderRadius = 0.1f; float particleStartFade = 5.0f; float octaveScaling = 7.0f; float divStrength = 5.0f; float curDivStrength = 0.0f; float divStrengthReductionRate = 8.0f/30; bool doGaussianBlur = false; float blurVelSigmaFDX = 1.0f; float blurVelCenterFactor = 30.0f; float curlScale = 10.0f; float areaPerDustSample = 0.005f; float areaPerDebris = 0.02f; float minSizeDecayRate = 1.0f; float explodeVel = 3.0f; float numParPerMeteor = 3; float minMeteorDustLife = 2.0f; float maxMeteorDustLife = 2.3f; float minMeteorDustSize = 0.5f; float maxMeteorDustSize = 1.5f; float minMeteorSizeDecayRate = 1.0f; int maxNumDebrisPerType = 500; // Maximum number of debris per each type of debris float sleepingThresholdRB = 0.1f; float sleepingThresholdParticles = 0.1f; int maxNumDebrisToAdd = 100;