Obi Official Forum
Issue with Softbody Collisions - Printable Version

+- Obi Official Forum (https://obi.virtualmethodstudio.com/forum)
+-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html)
+--- Forum: Obi Softbody (https://obi.virtualmethodstudio.com/forum/forum-12.html)
+--- Thread: Issue with Softbody Collisions (/thread-3630.html)



Issue with Softbody Collisions - blobman - 02-11-2022

Hi. I'm encountering some issues when trying to collide my softbody mesh with rigidbody meshes. Here is a demo:


You can see, after a few collisions, my rigidbody mesh can get inside of my softbody mesh.

Collider settings on my rigidbody mesh:
[Image: SokmKl2.png]

Few things I've tried to mitigate this issue:
- Tuning the ObiSolver (using parallel eval. and adding iterations)
- Adding a distance field to the Obi Collider 

both did not work.

Would love to get a better understanding on why this happens and what causes this issue.


RE: Issue with Softbody Collisions - josemendez - 02-11-2022

Hi!

This is called tunneling and is an extremely common issue in games. We have a video on it:
https://www.youtube.com/watch?v=ms0Z35GY6pk&list=PLnCR8_XCOgrZL8gNxeuGJSrMUXHdJMXKn

Small, moving objects are more prone to tunnel trough other objects. MeshColliders are in particular very prone to it when colliding against small particles, since they are hollow: the surface of a MeshCollider is infinitely thin and it has no volume. So once a particle passes trough its surface, it will stay inside.

The solution in this case is to use distance fields instead: they are both much faster and more robust than MeshColliders. See:
http://obi.virtualmethodstudio.com/manual/6.3/distancefields.html

kind regards,