Soft bodies

Squishy, jiggly objects that deform on impact and spring back — and hold their volume while they do it.

A soft body takes a solid mesh and lets it wobble, dent, and bounce like jelly, rubber, or a stress ball. Unlike cloth, which is a thin surface, a soft body has insides: it tries to keep its shape and its volume even as it gets squashed.

What makes it squishy

The Soft Body Sim node turns an incoming mesh into a deformable body and runs it on the GPU. Two things keep it feeling solid:

Wire a mesh into the node, drop it into your simulation, and press play. The mesh deforms when it hits the floor or a collider, then settles back toward its original shape.

Start with a mesh that has a reasonable, even amount of detail. Very sparse meshes have little to deform; extremely dense ones cost more to cook every frame. A medium-resolution sphere or character is a good first test.

Putting it in a scene

Soft bodies live in the same simulation world as everything else. Feed your soft body, any simulation.rigid_body objects, and your colliders into the simulation, and they all interact in one solve — a soft ball will bounce off a static floor and get knocked around by falling rigid blocks.

Add gravity, ground, and obstacles the usual way (see Forces & collisions). Forces like wind or attractors from a simulation.force_field push on a soft body just like anything else.

ParameterTypeDefault
inputCollectionOf(Geometry)
pin_groupString""
iterationsNumber10
stretch_complianceNumber0
volume_complianceNumber0
shape_stiffnessNumber0.100
dampingNumber0.010
strengthNumber1

Tuning the feel

A few controls shape the whole personality of the body:

If a soft body explodes, sinks through the floor, or quivers in place, it usually means the motion is too fast for the solver to keep up. Increase substeps first, then iterations, and check that your collider is actually a solid surface and not a thin shell.

Soft bodies vs the alternatives

Soft bodies sit in the middle: they keep their volume but still deform.

See also