15-12-2022, 02:59 PM
(This post was last modified: 15-12-2022, 03:11 PM by josemendez.)
(15-12-2022, 01:50 PM)Seahorse Wrote: it be easier to implement a Volume sampling based softbody?
[color=#101214][size=small][size=small]I see that nvidia flex can do something similar.
Set volume sampling to "voxels" in the blueprint editor, it uses the exact same method that Flex does. See:
http://obi.virtualmethodstudio.com/manua...setup.html
However this doesn't make runtime tearing any easier, the only difference with other sampling methods is particle placement (regular grid inside the volume vs distributed on the surface of the mesh).
(15-12-2022, 01:50 PM)Seahorse Wrote: Currently, it takes much longer to regenerate blueprint than to cut mesh
That's to be expected, since resampling/ re-voxelizing the mesh, constraint generation and graph coloring to partition constraints into batches are extremely expensive. Obi 6.5 greatly improved blueprint generation performance compared to 6.4, however it's still far from adequate for realtime use.
May not be necessary to regenerate the entire blueprint or bind the entire skin, but only the areas that have been affected by the cut. The github project you shared seems to simply break constraint connections between particles, which is fairly simple to do. Doesn't require to regenerate the blueprint at all, since the amount and placement of particles is the same before and after the cut there's no need to resample the mesh, and no new constraints are generated so you don't need to reorganize batches either. However it completely ignores the complex/difficult part: remeshing (updating mesh topology to match the updated particle representation, and re-binding it to the particles).