Testing
#77
Replies: 3 comments
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Thank you for posting! I will compile my answer on Monday, Japan time. |
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Hi, thanks for the detailed feedback. Caveat first: the solver is still proof-of-concept, not as matured as Blender's built-in physics. I wouldn't recommend a full production switch yet, keep it experimental alongside your current cloth setup.
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Hi, thank you for your reply and for the warning. Experimental it might be, but much more stable and somewhat more controllable even without vertex groups, not to mention way faster than Blender's built-in!
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Hello,
thank you and ZOZO for making this amazing project public!
I am currently doing tests to try switching to ZOZO's ppf contact solver from Blenders internal cloth for an animation movie. So far its awesome! A few observations/considerations or perhaps something I just didn't find or understand:
Is there a simulation start frame setting hiding somewhere? If not, we can probably find a workaround with exporting for time-shifting or look into the code. For animation, the starting frame is often in thousands, which is a long pause to process :)
I might have misunderstood something, but it seems that Capture Deformation captures all animation not just the time range that is to be simulated, which should produce a lot of unnecessary data, unless manually trimmed.
Capture Deformation asks the mesh not to have Subdivision/Mirror before deformation. Those often produce a constant polygon count and are useful to have before deformations, especially for cloth. Could it be a warning of potential problems instead of an error?
I'm surprised that baking into shape-keys doesn't crash Blender. For long animations it probably will and is hard to timeline manage. We probably will export the final simulations to USD/ABC as Blender plays large mesh animations nicely from those and can time manage them. Edit: Never mind - I had a wrong impression on Contact Solver caching from a Youtube video. It is there :)
Perhaps an utopian feature: For Blender internal cloth I resort to a lot of vertex weight layers done by weight painting and blended/animated through Geometry Nodes, to control things like cloth bending resistance, stiffness shrinking/expansion, pinning etc. to enforce stability and shape. It seems this is mostly not necessary, because your solver is just so stable. But for artistic purposes it would be a fantastic feature to have the computed vertex weight layers captured with mesh and being able to connect them as material setting multipliers. In theory, would something like that be possible just from the addon or would it require changes in the solver?
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