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Suggestion / Idea  Functionality review for a specific project
#4
(15-06-2020, 01:04 PM)Elend Wrote: Hello and big thanks for the explanation
I cant find any other solution for this simulation so I still insist on solving it with Obi Assets ,
specially that the vacuum effect has to be something like reducing that gap you mentioned , so is there anyway to do that in rune time game?

The gap I mentioned can't be completely eliminated with a particle based engine, sadly. It's at the core of how particle collision detection works. Can only be reduced, by reducing particle size. But as I mentioned, this in turns makes collision detection less robust, so you would have to balance the two.

(15-06-2020, 01:04 PM)Elend Wrote: something like that pressure that is in documentation.

The pressure model we use is not spatially variable: it's a single scalar value that determines the amount of outward pressure applied to cloth faces. Note this is not intended to be an accurate pressure model: in the real world, pressure varies over the surface as a result of air fluid dynamics.

(15-06-2020, 01:04 PM)Elend Wrote: also can you please be kind and explain about Obi SoftBodies ? is it not possible to simulate the vacuum with that ?

No, it's not possible. Softbodies are simulated using shape matching constraints, which do not take into account air or pressure in any way. Here's a video of the technique we use:
https://www.youtube.com/watch?v=LRHqs4GJuCA

(15-06-2020, 01:04 PM)Elend Wrote: its something like in this video : https://www.youtube.com/watch?v=h7xVz-wsNEY

again thanks in advance !

That video shows Blender's cloth simulator, which does not run in realtime in a desktop computer, even less in a mobile device. This level of detail just can't be achieved in realtime.
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Messages In This Thread
RE: Functionality review for a specific project - by josemendez - 15-06-2020, 02:09 PM