Tuesday, November 01, 2011

Another softbody solver test

Here's another Maya playblast of the softbody solver I'm working on in my spare time. The main limitation visible here is the fact that the level set collision algorithm, which I'm using for all static objects in this simulation, only handles particles, not edges or triangles. This means the softbodies will snag  wherever the static objects get thin enough to enter the spaces between the particles. The immediate workaround, which in the past I've successfully employed with the hair solver which this is a generalization of, is to enable mesh-based collisions for thin non-deforming objects. However, this means losing the very advantageous efficiency and robustness of level set based collisions. More results to come...

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