01-09-2023, 08:58 AM
(This post was last modified: 01-09-2023, 09:00 AM by josemendez.)
Hi!
There is, it's called stretch compliance and set to zero (= infinite stiffness) by default. The solver will try to reach the specified compliance within the substeps/iterations budget you've set, but it might not be able to if the amount of constraints is too high. In this regard, Obi works just like all other existing physics engines.
The manual contains a very in-depth explanation of how the engine works internally and how substeps/iterations affect the results:
http://obi.virtualmethodstudio.com/manua...gence.html
CCD (continuous collision detection) is enabled by default in Obi. If the ball is piercing the cloth it can be due to one of two things:
- The ball has much greater mass than the net. Try increasing particle mass (you can do this in the blueprint editor) so that it is comparable to the ball's. This will give the net a chance to stop heavier objects.
- The ball is slipping trough gaps in between particles. You can either increase particle radius (again, in the blueprint editor) or use surface collisions. This will also allow you to reduce the resolution of the net mesh, leading to cheaper simulation.
kind regards,
(31-08-2023, 07:39 PM)slowheii Wrote: Is there any "stiffness" setting that limits the maximum distance between particles?
There is, it's called stretch compliance and set to zero (= infinite stiffness) by default. The solver will try to reach the specified compliance within the substeps/iterations budget you've set, but it might not be able to if the amount of constraints is too high. In this regard, Obi works just like all other existing physics engines.
The manual contains a very in-depth explanation of how the engine works internally and how substeps/iterations affect the results:
http://obi.virtualmethodstudio.com/manua...gence.html
(31-08-2023, 07:39 PM)slowheii Wrote: Or is there any way to prevent fast objects from piercing a cloth?
CCD (continuous collision detection) is enabled by default in Obi. If the ball is piercing the cloth it can be due to one of two things:
- The ball has much greater mass than the net. Try increasing particle mass (you can do this in the blueprint editor) so that it is comparable to the ball's. This will give the net a chance to stop heavier objects.
- The ball is slipping trough gaps in between particles. You can either increase particle radius (again, in the blueprint editor) or use surface collisions. This will also allow you to reduce the resolution of the net mesh, leading to cheaper simulation.
kind regards,