[Bf-committers] It's time to get rid of cloth
Brecht Van Lommel
brechtvanlommel at gmail.com
Mon Nov 2 19:07:26 CET 2020
The paper shows how to make SDF collision more accurate by using the SDF
directly rather than sampling it. We have triangle mesh based collision in
Blender, which in a state-of-the-art implementation would avoid those
The point of switching to SDFs would be performance, at the cost of detail
loss compared to triangle mesh based methods.
On Mon, Nov 2, 2020 at 5:38 PM Aaron Carlisle via Bf-committers <
bf-committers at blender.org> wrote:
> Hi looking at this thread I wonder if anyone has looked into implementing
> based collision detection in Blender. It seems to be quite a bit more
> than sample based detection. Here is a recent paper on the topic 
> 1. https://mmacklin.com/sdfcontact.pdf <
> On Wed, Oct 21, 2020, 21:56 bjornmose via Bf-committers <
> bf-committers at blender.org> wrote:
> > Might it be, that old experienced coders knowing physics and all the
> > other things about stiff differential equations turned their back to
> > blender development?
> > May be because lack of time .. may be an ignored patch proposal .. for
> > those do not have the time at hand to provide elaborated solutions?
> > Well ...
> > bjornmose
> > On 20.10.20 20:35, Joe Eagar via Bf-committers wrote:
> > > Brecht, you can avoid the worst numerical instability issues of CCD by
> > > adding a small repulsion force when cloth is in close proximity with
> > > geometry. IIRC most commercial cloth sims do this.
> > >
> > > Ton, I'm sorry I blew up. Cloth collision is something of a
> > > special nightmare for me.
> > >
> > > Sergej, that's fair.
> > > Sebastian, sounds like you're doing good work, just remember that
> > > collisions are important :)
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