--- title: "Maps" url: "https://help.maxon.net/c4d/en-us/Content/html/OCACOLLISIONDEFORMER-ID_CA_COLLISION_GROUP_MAPS.html" section_path: "Create Menu > Deformer > Collision Deformer > Maps" element_id: "OCACOLLISIONDEFORMER" group_id: "ID_CA_COLLISION_GROUP_MAPS" description: "Here you can drag a vertex map to define how smooth the transition between colliding points and unaffected points should be. 100% weight will make the …" --- ## Maps ### Stretch/Relax Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_STRETCH_MAP` Here you can drag a vertex map to define how smooth the transition between colliding points and unaffected points should be. 100% weight will make the transition smoother. ### Falloff Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_FALLOFF_MAP` If you set a falloff for the collision, you can drag a vertex map to define which area of the deformed object will be affected by the falloff. ![Image: 031744.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031744.jpg)\ Left: vertex map at 0% = no falloff. Right: vertex map at 100% = 100% of the falloff effect. ### Restore Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_RESTORE_MAP` Here you can drag a vertex map to control the influence of the parameter [Restore Shape](https://help.maxon.net/c4d/en-us/Content/html/OCACOLLISIONDEFORMER-ID_OBJECTPROPERTIES.html.md). If your Restore Shape option is set at 0%, the vertex map will have no impact (since the shape will not be restored on the object as a whole). ![Image: 031745.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031745.jpg)\ Here, the Restore Shape was set to 100%. You can see that where the vertex map is set to 100% (on the right), the shape is restored to its initial state. On the left, the vertex map is set to 0%, which means the geometry will stay deformed after the sphere passed over it. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Output The Output fields are used to generate vertex maps dynamically so they can be used with shaders or other effects (e.g., Hair). ### Collision Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_COLLISION_MAP` ![Image: 031746.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031746.jpg)\ Here, the collision detection is used to output a vertex map. Yellow shows where collisions between a Torus and a Plane object occur. This option will output a vertex map dynamically based on the collision detection. The result will be applied to the vertex map contained in this field. Drag an empty vertex map into this field (caution: it will overwrite the vertex painting, so do not use a vertex map you made yourself and want to keep!). ### Invert Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_COLLISION_MAP_INVERT` Inverts the resulting vertex map. ### Falloff Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_DISTANCE_MAP` ![Image: 031747.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031747.jpg)\ A vertex map is generated automatically based on the falloff settings, and output to a vertex tag. This option will output a vertex map dynamically based on the falloff settings you define in the **Object** tab. The result will be applied to the vertex map contained in this field. Drag an empty vertex map in this field (caution: it will overwrite the vertex painting, so do not use a vertex map you made yourself and want to keep!). ### Invert Parameter ID: `ID_CA_COLLISION_DEFORMER_OBJECT_DISTANCE_MAP_INVERT` Inverts the resulting vertex map.