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Bounciness

Sets how much the connected object rebounds in the physics simulation (restitution).

Output: effect (wire into an Object Selector)

Inputs

Handle Type Meaning
value number overrides the card slider when wired

Parameters

Parameter Default Range
value 0.3 0–1 — 0 lands dead, 1 rebounds with almost all its energy

Practical example

A super-ball versus a beanbag:

  1. Place two spheres side by side, a few units above the ground.
  2. Give each a Mass node (kg 1) wired to its own Object Selector.
  3. Add a Bounciness node per sphere: 0.9 into the first selector's chain, 0.05 into the second.
  4. Right-click ▸ Tools ▸ ▶ Simulate physics: the super-ball keeps bouncing while the beanbag thuds flat.

Tip

Bounciness only matters once the object has a Mass (or collides with something that does) — physics parameters are read when the simulation starts, not per frame.