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Cloth, Particle Joint anchors


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I gave some troubles with these anchors.

It seems, that the position of the 'box' is ignored.

Only the size is taken in account.

The threshold is also not doing much, at least I cant observe any change.

Does the number of joint influence the performance?

Iam just thinking, y not create hundreds of joints, so i could be fine grained and control the bindings (at least the positioning needs to be automated somehow.....) 

 

btw. imo, the interface could need some rework. Its pretty a pain to place a joint. o__0..... Cant even manipulate in the viewport.

 

The better way would be if it would respect the mesh/vertices the cloths are bound to. And e.g. the Normal surface distance as a threshold.

Or via vertex colours .....

 

 

image.thumb.png.703ddd4eac10f6e1929a6755fca4094c.png

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Hello Werner,

Yep, joints configuration UI requires redesign. We have this planned for the future.

As for the issue you're describing. If got it right, you want the verticies to be updated regarding the box position. Please try adjusting box size after moving. It worked for me. However, it doesn't look obvious, I'll file this behavior as a bug, thanks for pointing this out.

Speaking of performance, as I see from the other topic you've already tested multiple characters with physics. Physics can hit performance really hard when you're calculating a lot of collisions/cloth simulations or anything else. This option probably wouldn't work for your project.

Thanks.

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39 minutes ago, morbid said:

Hello Werner,

Yep, joints configuration UI requires redesign. We have this planned for the future.

As for the issue you're describing. If got it right, you want the verticies to be updated regarding the box position. Please try adjusting box size after moving. It worked for me. However, it doesn't look obvious, I'll file this behavior as a bug, thanks for pointing this out.

Speaking of performance, as I see from the other topic you've already tested multiple characters with physics. Physics can hit performance really hard when you're calculating a lot of collisions/cloth simulations or anything else. This option probably wouldn't work for your project.

Thanks.

Performance and stability is the main concern when using physics. 

As you might understand so far, our project run over a very long timeperiods, so I am looking for a more sustainable implementation.

A shader implementation might be better way to got, unfortunately we have not found a good hooking point and there is still the question for the motion of the Material (leaf, straw) itself, which requires some kind of realtime simulation.

What possibilities do you see re. shaders? 

Can I connect our programmer with some of the UNIGINE experts?

Best. Werner

 

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Werner, I'll try to get feedback from our team. At the moment everyone is busy, I think we'll write you back on the topic by monday-thuesday.

Meanwhile, have you tried vertex color animation? Maybe it'll be a starting point for your custom shader, however, the main task is to control foliage with velocity.

Thanks.

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  • 2 weeks later...

Hi @werner.poetzelberger,

I've finally got to our render team with your question.

None of our specialists had solved similar task. The advice was to look upon custom compute shader that will change vertex position according to some calculated inertion values. Sounds abstract, sorry.

We actually have a Compute Shader sample that could be helpful as a starting point for your coders: Samples -> C++ API -> Render -> ComputeShader.

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Hey,

1 hour ago, morbid said:

None of our specialists had solved similar task.

yes, it is a special thing, for sure.

We r on it. When we have some results, I can show ;).

Thx.Werner

 

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