– 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: