Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bug / Crash  Obi7 | Ropes make fluid sim from 3ms to 30ms
#3
(14-05-2024, 05:57 PM)josemendez Wrote: 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.


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.
Ahhh, the surface collisions look so good on paper, but are problematic in a chaotic game world where anything can happen like ropes dropping into water.
Anyway, are we close for the next batch of new updates? I wanna try that triplanar mapping for lava hehe.
Reply


Messages In This Thread
RE: Obi7 | Ropes make fluid sim from 3ms to 30ms - by spikebor - 14-05-2024, 06:50 PM