Yesterday, 06:56 PM
(This post was last modified: Yesterday, 07:11 PM by MEPETAMINALS.)
Hi, I've been heavily using Obi (cloth and rope) for several years now in the development of Following Seas. I'm quite happy with it overall, with really the biggest issue coming down to performance. Typically about 30-50% of total profiler load goes into the system -- which has been acceptable, but definitely reduces the number of runnable systems for users.
I've been looking into Obi 7, as performance seems to be a major focus, and have also split into a separate project branch to test it out -- but have a couple questions if you don't mind.
I'm struggling with the removal of Proxies -- are there any plans for a similar system, or revisions to the decimation? I like the automatic decimation, but I find that there isn't near the control that was available with proxies. For example, my cloth meshes rely on specific groups for attachment points, like the rays of a battened sail, or the corners where ropes would attach. Decimation on my more detailed meshes often causes these points to be far off from where they should be, or causes topology lines to become very wobbly due to merging inconsistently up and down when parallel lines of vertices are present. It would be nice to exclude vertex groups from decimation, or have a method of ensuring the shape of the mesh isn't overly affected.
I didn't see any method for controlling this, do you have any suggestions?
Secondly, it seems that ambient force zones have been removed -- is it preferred to have a wind force zone follow affected objects around, or to set wind directly through the solver?
I've attached a beautifully rendered version of my struggle with blueprints. The left indicates the result gained via the Obi 6 method, with the red dots representing vertices on the simplified mesh. The central black line is a group used for particle attachment, and the red corner is a point were a rope would attach.
On the right is a somewhat dramatized example of what I'm encountering through decimation.
I've been looking into Obi 7, as performance seems to be a major focus, and have also split into a separate project branch to test it out -- but have a couple questions if you don't mind.
I'm struggling with the removal of Proxies -- are there any plans for a similar system, or revisions to the decimation? I like the automatic decimation, but I find that there isn't near the control that was available with proxies. For example, my cloth meshes rely on specific groups for attachment points, like the rays of a battened sail, or the corners where ropes would attach. Decimation on my more detailed meshes often causes these points to be far off from where they should be, or causes topology lines to become very wobbly due to merging inconsistently up and down when parallel lines of vertices are present. It would be nice to exclude vertex groups from decimation, or have a method of ensuring the shape of the mesh isn't overly affected.
I didn't see any method for controlling this, do you have any suggestions?
Secondly, it seems that ambient force zones have been removed -- is it preferred to have a wind force zone follow affected objects around, or to set wind directly through the solver?
I've attached a beautifully rendered version of my struggle with blueprints. The left indicates the result gained via the Obi 6 method, with the red dots representing vertices on the simplified mesh. The central black line is a group used for particle attachment, and the red corner is a point were a rope would attach.
On the right is a somewhat dramatized example of what I'm encountering through decimation.