10-09-2018, 04:03 PM
(10-09-2018, 03:56 PM)josemendez Wrote: Hi,Just tried doing what you mentioned. Made no difference. Sphere sinks straight through it. Even went up to 4 substeps and 8 distance contraint iterations. Same result. May I send you the project so you can have a look? Nothing I try seems to make a difference here.
Changing the phases will have no effect over how collisions are resolved. It is used to simply filter out collisions with certain objects.
Thickness will simply alter the size of the collider.
None of these settings will change how the cloth behaves in any way.
You're using just 3 distance constraint iterations, and 1 solver substep. Try increasing both of them as I suggested in the previous message : 5 iterations, 2 substeps. Doing this will allow the solver to spend more time calculating in order to make the cloth stiffer, so that it will resist heavier loads on top of it. Note that setting the "stiffness" parameter that all constraints have to the maximum will only allow the solver to make them as stiff as possible within the current iteration budget. If the budget is too low, you will have to increase the iteration count to give the solver a chance to reach the desired result.
This is how all game physics engines work, try this experiment in Unity: place a 1000 kg box on top of a 1 kg box, hit play to watch it sink and/or explode. To fix this, go to the physics manager and crank up the amount of solver iterations (the default is 6 which is too low for this scene). See:
https://docs.unity3d.com/Manual/class-Ph...nager.html