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Issue with Softbody Collisions
#1
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.
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#2
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=ms0Z35GY...MUXHdJMXKn

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/manua...ields.html

kind regards,
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