16-08-2022, 04:08 PM
(This post was last modified: 16-08-2022, 09:50 PM by snowtv.
Edit Reason: more questions
)
(16-08-2022, 07:34 AM)josemendez Wrote: If the jobs debugger is enabled or Burst is disabled, then yes: the Burst backend will be a lot slower than Oni (since Oni is pre-compiled, and doesn't have a debugger), but this is not how it's intended to be used. For normal performance, the Burst compiler must be active (otherwise, there's no point in using Burst) and the jobs debugger must be disabled. See:
http://obi.virtualmethodstudio.com/manua...olver.html
Make sure the sewn particles are not colliding against each other. That will cause constraint fighting: particles are told to collapse into each other, and avoid penetrating each other, simultaneously. Since both conditions cannot be fulfilled simultaneously, particles jitter between both.
kind regards,
Thanks, how should I disable the collisions between the sewn particles? Or should I extend the distance constraints added to them?
One more question, after adding the new batch to the blueprint, and set the constraint type dirty in the solver, does it change the index of the new batch in the actor's batches list? I'd like to be able to retrieve the added constraints later on and edit/remove them.