Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bug / Crash  Obi7 | Ropes make fluid sim from 3ms to 30ms
#2
This is likely due to your ropes having surface collisions enabled. Surface collisions are considerably costlier than regular, particle-based collisions as they require an iterative convex optimization problem per contact, and if submerged in fluid then the cost will skyrocket due to the amount of contacts.

Reduce the amount of surface collision iterations in the ObiSolver, that might help a bit. However for the case of ropes submerged in fluid, the preferred solution would be to disable surface collisions entirely and increase rope resolution instead.

Quote:I know there is a recommend on the website that you should disable all the constraints you don't use to save performance, but to make use of
all the Obi actors, let them interact with each other, shouldn't we have to have a Solver with all the constraints On?

If you have actors of all types (ropes, rods, bones, cloth, softbodies, fluid) and they all collide with each other and colliders, then you need to enable all constraint types, there’s no way around that.
Reply


Messages In This Thread
RE: Obi7 | Ropes make fluid sim from 3ms to 30ms - by josemendez - 14-05-2024, 05:57 PM