– Every vertex is surrounded with an elastic virtual sphere.
– Vertices may not penetrate the sphere of other vertices.
– Calculation Type let you adjust the size of these spheres.
– Calculation Type can be Manual, Average, Minimal, Maximal, AvMinMax
– What’s the best Calculation Type? It depends from the mesh an I’m sure a better comprehension of how Calculation Type works will help you to obtain better simulations!
– In this example I used a very simple mesh only to show how this parameter affects the radius of the spheres:

– I found more useful to render videos showing the mesh winth and without the spheres instead of comparative videos, so here there are some calculations:
Manual
– When you chooose ‘Manual’ the radius of all spheres is equal to the ‘Ball Size’, in this example 0.4 BU:

– Here the videos, that one on the right showing the spheres:
Average
-The average length of all edges attached to the vertex is calculated and then multiplied with the Ball Size setting (0.4 BU in these examples).
– Works well with evenly distributed vertices.
– In this table the radius of each sphere when you chooose ‘Average’:

– And these are the spheres around the vertexes:

– Here the videos:
Minimal
– The ball size is as large as the smallest spring length of the vertex multiplied with the Ball Size (0.4 BU in these examples).
– In this table the radius of each sphere when you chooose ‘Minimal’:

– And these are the spheres around the vertexes:

– Here the videos:
Maximal
– In this table the radius of each sphere when you chooose ‘AvMinMax’:

– And these are the spheres around the vertexes:

– Here the videos:
AvMinMax
– In this table the radius of each sphere when you chooose ‘AvMinMax’:

– And these are the spheres around the vertexes:

– Here the videos:
