Blender Git Commits

Blender Git "cloth-improvements" branch commits.

Page: 3 / 6

February 1, 2017, 03:15 (GMT)
Implement velocity based adaptive step size calculation
January 31, 2017, 19:32 (GMT)
Implement usage of dt property (preparation for adaptive time steps)
January 31, 2017, 05:14 (GMT)
Use impulse clustering for self collisions

Also adjust impulse scaling to work better with the new clustering.
January 31, 2017, 03:53 (GMT)
Use optimized approximated impulse clustering
January 31, 2017, 03:39 (GMT)
Implement directional cluster based impulse pruning
January 30, 2017, 05:47 (GMT)
Optimization: Use inertial solve for pre-collision

Instead of doing a full implicit pre-collision solve, do a simple
inertial solve (avance using velocities from previous step), this saves
time by doing one less solve per step, and also improves resting
stability by eliminating the influence of external forces disturbing the
mesh in contacting areas.

This improves general cloth performance by about 30-40% in relation to
the new cloth code, and improves performance by about 3 times in
relation to the original cloth code. This also makes collisions more
reliable by removing the need for positional interpolation, and thus
decreases the number of subframes required for a successful solve.
January 29, 2017, 22:40 (GMT)
Optimization: Use static BVH for collision intersection

No need to use moving BVH for intersection checking, as in the end
collisions are only evaluated at the next state anyway, so can use
static BVH to reduce the amount of intersections to check.

Moving BVH will only make sense if ccd is implemented.
January 29, 2017, 22:35 (GMT)
Use pre-solved locations for col response evaluation
January 28, 2017, 04:40 (GMT)
Bring back impulse scaled repulses

It seems I was a bit too optimistic in thinking that just distance based
repulses could handle contacts nicely. Turns out impulse scaled repulses
really have enough of an influence in making the collision response more
effective, that it is worth keeping it for now, even if at the cost of a
very slight stability reduction and and a bit of an increase in
collision elasticity.

I hope to come up with a better solution, and elliminate this, after
cluster based impulse pruning is implemented.
January 24, 2017, 02:25 (GMT)
Fix regression on sewing springs caused by plasticity
January 23, 2017, 19:25 (GMT)
Remove epsilon from velocity conditional.

Also added a comment about the wrong duplicate impulse elimination being
used.
January 22, 2017, 06:00 (GMT)
Fix mistake with backside relative velocities

also removed unused include...
January 21, 2017, 02:46 (GMT)
Enable compression springs for hair
January 20, 2017, 04:31 (GMT)
Clean-up some collision data allocation stuff

Self collision pointer logic has been simplified and allocations
reduced, as it only collides with one object (self).

Also, allocation size for all collisions has been reduced to 1/4,
because it was allocating extra space for deprecated stuff.
January 20, 2017, 04:03 (GMT)
Implement self col groups for new self col system
January 20, 2017, 02:42 (GMT)
Remove edgeset stuff (no longer used)
January 20, 2017, 00:12 (GMT)
Remove unused selfbvh stuff
January 20, 2017, 00:10 (GMT)
Move use_normal to col object settings (was in cloth settings)
January 20, 2017, 00:08 (GMT)
Use proper friction property for self col and redesign col UI
January 19, 2017, 23:23 (GMT)
Separate self collision distance from object collision distance
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021