Material#
A material assigns an entity to a physics solver and configures the constitutive model that governs how the entity deforms and responds to forces. When you call scene.add_entity, the material argument decides whether the entity is simulated as a rigid body, a deformable solid, a cloth, a granular medium, or a fluid, and it holds the physical parameters for that model: stiffness, density, yield behavior, and so on.
Materials live under gs.materials. Each family maps to one solver, and the class within the family selects the constitutive model:
Family |
Solver |
Materials |
|---|---|---|
|
Rigid body |
|
|
Material Point Method |
|
|
Finite Element Method |
|
|
Position Based Dynamics |
|
|
Smoothed Particle Hydrodynamics |
|
|
Stable Fluid |
|
|
Rigid + deformable coupling |
|
|
Kinematic collider coupling |
|
|
None (visualization only) |
|
gs.materials.Hybrid is not a solver of its own: it couples a rigid material and a soft material to simulate a soft skin actuated by an inner rigid skeleton.
For the modeling background behind the deformable families, including which solver suits which phenomenon, see Non-rigid material models.