---
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.
