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:
- Place two spheres side by side, a few units above the ground.
- Give each a Mass node (kg 1) wired to its own Object Selector.
- Add a Bounciness node per sphere: 0.9 into the first selector's chain, 0.05 into the second.
- 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.