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How to make rod more stiff? - fishing-rod - 01-05-2020

Hi,

I try to create a fishing rod but it is behaving almost like a rope. Here are my settings:

https://ibb.co/L1KBNX3
https://ibb.co/6HfDWmC


How can I make it more stiff? More substeps are performance heavy as I unserstood. Is there any documentation for all the parameters?

best regards


RE: How to make rod more stiff? - josemendez - 01-05-2020

(01-05-2020, 12:43 PM)fishing-rod Wrote: Hi,

I try to create a fishing rod but it is behaving almost like a rope. Here are my settings:

https://ibb.co/L1KBNX3
https://ibb.co/6HfDWmC


How can I make it more stiff? More substeps are performance heavy as I unserstood. Is there any documentation for all the parameters?

best regards

Hi there,

You can find in-depth documentation for all solver parameters here:
http://obi.virtualmethodstudio.com/tutorials/obisolver.html

For rope/rod blueprint parameters:
http://obi.virtualmethodstudio.com/tutorials/ropesetup.html

for an in depth explanation of how the simulation works and how iterations/substeps affect a simulation, see:
http://obi.virtualmethodstudio.com/tutorials/convergence.html

Increasing the amount of substeps in 5.X is about as performance heavy as increasing the amount of iterations (which isn't too much), but it results in greater convergence boost (more stiffness). So it is preferred to crank substeps instead of iterations when possible.

Substeps in 4.X were significantly costlier. 5.X implements this article:
http://mmacklin.com/smallsteps.pdf

Also, keep in mind that higher rod/rope resolution = more particles = worse convergence = more substeps needed for the same result. I see you're already using 30 substeps which is a lot, so I'd reduce the rod's resolution. If that's not possible consider whether a particle-based engine suits your needs.

kind regards,


RE: How to make rod more stiff? - fishing-rod - 01-05-2020

Thank you very much! Reducing the resolution was the solution. Still a bit to wobbly for me, but going to check the documentation links.