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[attachment=1820]
at obi solver
Enabling the particle collision / Queries option slows down a lot and degrades the frame.

http://obi.virtualmethodstudio.com/forum...-3900.html
There's a collision between the soft body and the cloth.
I'm adding the contents of the link to the character skin mesh as an exercise before.
Is there a way to increase the frame?
(20-06-2023, 08:22 AM)astest Wrote: [ -> ]at obi solver
Enabling the particle collision / Queries option slows down a lot and degrades the frame.

http://obi.virtualmethodstudio.com/forum...-3900.html
There's a collision between the soft body and the cloth.
I'm adding the contents of the link to the character skin mesh as an exercise before.
Is there a way to increase the frame?

Hi!

Well, this option globally enables/disables collision detection between particles so it's expected to have a pretty large impact on performance. Might even become the bottleneck if there's a lot of colliding particles in your simulation.

Now, if this impact is too much for your purpose, do might want to try tweaking collision parameters in the solver. Specifically, "Collision margin" and "Continuous collision detection" can make a huge difference as they determine how many contacts are generated:
http://obi.virtualmethodstudio.com/manua...olver.html

reducing them might help in your case.

Note: in your screenshot, I see that you've set the "relaxation" parameter of particle collisions is set to 0.5. This will only resolve collisions by 50%, which is usually not what you want unless you're going for some special effect. Whenever a collision is detected, it should be 100% solved so this setting is usually left at 1.

kind regards,
(20-06-2023, 09:08 AM)josemendez Wrote: [ -> ]Hi!

Well, this option globally enables/disables collision detection between particles so it's expected to have a pretty large impact on performance. Might even become the bottleneck if there's a lot of colliding particles in your simulation.

Now, if this impact is too much for your purpose, do might want to try tweaking collision parameters in the solver. Specifically, "Collision margin" and "Continuous collision detection" can make a huge difference as they determine how many contacts are generated:
http://obi.virtualmethodstudio.com/manua...olver.html

reducing them might help in your case.

Note: in your screenshot, I see that you've set the "relaxation" parameter of particle collisions is set to 0.5. This will only resolve collisions by 50%, which is usually not what you want unless you're going for some special effect. Whenever a collision is detected, it should be 100% solved so this setting is usually left at 1.

kind regards,


Thank you!!!

It's much better.