[Bf-committers] It's time to get rid of cloth

Sergej Reich sergej.reich at googlemail.com
Tue Oct 20 13:39:01 CEST 2020


Bullet's cloth system is no replacement for what Blender currently has and
I'm not aware of any available library that we could use without having to
do a lot of modifications to make it work.

Am Di., 20. Okt. 2020 um 12:26 Uhr schrieb Brecht Van Lommel via
Bf-committers <bf-committers at blender.org>:

> The most important thing for cloth is that you can get it to give good
> results in real world cases, and the cloth simulation changes were based on
> work done for Agent 327.
> https://www.youtube.com/watch?v=jU6-cI-z8HA
>
> In practice you use smaller time steps and the fast-moving cube will get
> collided with anyway.
>
> Continuous collision detection is great for handling fast-moving objects,
> but arguably handling cloth that is nearly at rest and continuously
> colliding with the character is a much harder problem. Most cloth
> simulation demo videos stop while everything is still in motion, but what
> happens after is just as important.
>
> Anyway, there's definitely much room for improvement here, but it should be
> tested on real-world cases. For example from what I've seen, Bullet cloth
> is more reliable at high frame rates, but does not produce good results or
> wrinkling details when turning up the quality. I've not yet seen an
> open-source cloth library that we could just plug in and get much better
> results, but it would be great if there was one.
>
> Some work on cloth collision is being done here:
> https://developer.blender.org/D8577
>
> On Tue, Oct 20, 2020 at 11:52 AM Ton Roosendaal via Bf-committers <
> bf-committers at blender.org> wrote:
>
> > Hi Joe,
> >
> > This is a bit harsh, there have been good cloth contributions to Blender
> > by Luca Rood. The current module owner for it is Sebastian Parborg
> though.
> >
> > I'd suggest to connect with them to see what steps forward could be.
> >
> > We are also in the process of making a good node physics system to allow
> > solvers like this in a more generic setting. Design for this is ongoing.
> >
> > It's super cool to see you want to come back, just give it a bit of time
> > to figure out who's doing what now.
> >
> > Als note that we (including Blender Foundation / Institute) are in the
> > process of organizing ourselves much better, including onboarding, best
> > practices, engineering standards amd strict requirements for a good
> > design process - including the docs.
> >
> > We lack in a lot of areas, and the consensus is to especially put
> > efforts in bringing the current state of the code in control (functional
> > and technical specs), before recoding modules entirely.
> >
> > -Ton-
> > ----------------------------------------------------------------------
> > Ton Roosendaal - ton at blender.org - www.blender.org
> > Chairman Blender Foundation, Director Blender Institute
> > Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands
> >
> >
> > On 20/10/2020 00:30, Joe Eagar via Bf-committers wrote:
> > > So, ten years ago I wrote several continuous collision detection
> systems
> > > for cloth/hair, one of which I tried to push into trunk:
> > >
> > > https://www.youtube.com/watch?v=QBM3TBKO9w8
> > >
> > > And, here's how the cloth sim performs today:
> > >
> > > https://www.youtube.com/watch?v=5462m9yEkU8&feature=youtu.be
> > >
> > > If the cloth development process is this dysfunctional (this patch
> > actually
> > > passed review?
> > >
> https://developer.blender.org/rB0666ece2e2f96571200d693d9d7bee1ca72d026f
> > )
> > > then I propose we eliminate the cloth code entirely and go with a third
> > > party lib (Bullet?).
> > >
> > > Joe
> > > _______________________________________________
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> > > Bf-committers at blender.org
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