SubD Smoothing Collision

OridionOridion Posts: 0
edited July 2013 in New Users

When I convert an object to SubD and try to collide it with another object, the render does not match the preview. (See attachments). The smoothing iterations for the plane is set to 6. Is SubD and Smoothing Collision incompatible?

Edit: I should have mentioned that I converted the plane to SubD and then enable the Smoothing for the plane. I didn't change anything for the sphere.

render.png
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preview.png
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Post edited by Oridion on

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    If your Sphere is made with too few polygons it will pass through the other mesh and not collide. Dynamic Cloth also has that issue.

  • OridionOridion Posts: 0
    edited December 1969

    How many polygons are considered high enough? I created a new sphere with 1000 sides and 1000 segments and there's still poke-through with SubD and Smoothing enabled on the plane. Is that the right way to increase the polygons of a primitive?

  • Richard HaseltineRichard Haseltine Posts: 101,010
    edited December 1969

    How many divisions does the plane have? I created a plane with 12 divisions, applied a smoothing modifier, set it to collide with a sphere (12/24 divisions) and it worked as expected whether SubD was applied to the plane or not.

  • OridionOridion Posts: 0
    edited December 1969

    My plane had 100 divisions. I just tried your settings (sphere 12seg/24sides, plane: 12div) and I still get poke through when Sub D is enabled on the plane. Note that I'm talking about the rendering. On the viewport the collision looks fine. Could there be some rendering settings that I'm missing?

  • SzarkSzark Posts: 10,634
    edited December 1969

    Same receipe as Richard's.

    Sub-D applied and not applied gives the same results just the sub-d is a little more smoother. Render settings lower than default so I don't think is has anything to do with the render setting, well I can't see how put it that way. ;)

    Smoothing, Collison and Sub-D at default loaded settings.

    collison.jpg
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  • Richard HaseltineRichard Haseltine Posts: 101,010
    edited December 1969

    Oridion: what is your setting for Edge Interpolation? Also, please set the sphere to be semi-opaque, and render like that - to see if the plane is absolutely flat or if it still has a reduced bulge.

  • OridionOridion Posts: 0
    edited July 2013

    My Edge interpolation was set as default to sharp Edges.

    BUT! I found out that the render indeed looks fine when I do a full render from the Render button. It's only the spot render that showed the poke thru. I can't believe I didn't try a full render before. D'oh. Could this be a bug?

    The sphere was set to 50% opacity. Top is a screenshot of full render, bottom is the spot render.

    spot.png
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    fullrender.png
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    Post edited by Oridion on
  • JaderailJaderail Posts: 0
    edited December 1969

    LOL!! They posted backwards to your posted wording. This is how I handle image posting. Image-001 then Image-002 up to Image-005 and the numbers mostly keep them in order. Not every time but most.

  • OridionOridion Posts: 0
    edited December 1969

    Darn, I attached the spot rendering first and named it accordingly! And you responded right before I edited it. >_< Hahaha

  • JaderailJaderail Posts: 0
    edited December 1969

    LOL! It's cool, I'm still hunting a method that works EVERY post.

  • Richard HaseltineRichard Haseltine Posts: 101,010
    edited December 1969

    I see the problem in spot render, so yes it looks like a (weird) bug.

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