15-06-2020, 02:09 PM
(This post was last modified: 15-06-2020, 02:12 PM by josemendez.)
(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.