Dforce pokethroughs/collision understanding
Hey,
when I let my towel dropp:
it does have contact with the object and I ask me WHY? I mean... its a static object, dforce does see it, but why does it... ignore it? I saw that problem in many dforce situations and wanna try to find out, what cause this behavior.
Normally, I set the surface setting "collission offset" from 0.20 to 0.10 to dropp better, but now I used 0.30, but it did still collide.
I can easy fix this after simulation with my meshgrabber, but my wish is to understand the problematic to avoid a need of morphing after the simulation.
Edit: Okay... I had to increase the offsit just a LOT, to 0.80, now it worked^^.... so the problem with such collisions is the offset value, if is too low :)....
Well, I let it here as understanding for others ;)
Comments
What deos that look like in wireframe, where you can see the edges of the model's polygons?
During both rendering and dForcing the surfaces are subdivided; the geometry is cut up into bits and those bits are handled separately. If the amount of subdivision during a render is greater than during dForce, and sometimes if it is less, the render can end up with the subdivisions intersecting things that dForce would never have permitted.
dForce does not use the render settings. Go figure. So far as I can see it uses the "Viewport" settings; go figure!!! Whatever. I simply set the "Viewport" SubD (just search for "SubD" in the paramters pain) to the render level. This takes several minutes of insane compute time but the dForcing I do (I always dForce on the timeline) gives me renders that most of the time are OK. It also helps to turn off smoothing, or reduce it to 1/1 (experiemnt required for the specific articles) during dForcing.