15-08-2024, 01:56 PM
(This post was last modified: 15-08-2024, 01:56 PM by josemendez.)
(15-08-2024, 01:40 PM)qlee01 Wrote: oh, SDF from Mesh To SDF work fine for collisions. It's used by the Unity hair system, and I also implemented a PBD cloth simulation which uses the SDF. It's not perfect, but good enough for most cases. MEsh to SDF works fine with all of this.
Hi!
Got the impression you were looking to use this for making game characters wear cloth relying purely on collision detection. In a nutshell: as long as the character movement is slow enough and the object is thick enough it should work reasonably well, however no CCD can be performed, so it can't guarantee that the cloth won't penetrate the SDF and once it's fallen off/clipped trough, it cannot recover from it. Also there's the overhead of generating the SDF every frame, which may or may not be significant for whatever your use case is.
(15-08-2024, 01:40 PM)qlee01 Wrote: and SDF per bone for dozens of bones which are used to move a dynamic mesh partly animated by blendshapes would also not work.
Yes, blend shapes wouldn't work with the approach I suggested above. We will consider adding support for GPU 3D textures containing distance fields in the future.
kind regards,