Can someone explain me pls what exactly increasing the number of the collision iteractions does?

Can someone explain me pls what exactly increasing the number of the collision iteractions does? Dumbprof please.

What is the practical difference between 0, 3, 33 and 100 inreactions (for example)?

Comments

  • crosswindcrosswind Posts: 6,915

    That'll depend on the items that have collisions...especially the distance in b/t them and mesh resolution they have. Smoothing modifier aims to smooth the mesh and activate collisions so as to mitigate poke-thru. A typical case is a conformed garment with Smoothing modifier on a figure.

    In principle, the closer the garment is to the figure, as well as the denser base mesh the garment has,  the higher value of Smoothing Iterations will be needed. However high value of Collision Interations is meaningless in most cases. With higher value of Smoothing Iterations, high Collision Iterations will only take more time for settling Smoothing rather than bring you better and more solid effect.

    Well, Smoothing modifier is not all-mighty, especially when a garment is too close to the figure or has very high mesh density. In this case, usually we add an invisibile geoshell and set it as the collision item to the garment. It'll work pretty well.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,201
    edited December 2023

    LOL I was going to say slow down your computer and use lots more RAM (not VRAM) and make navigating the viewport impossiible

    in most cases

    a few old low poly meshes autofitted it can help if they explode as you pose the figure becase of the positiing of polygons against the underlying mesh

    but in most those cases subdivding the garment works better

    unless it's not welded then nothing helps except popping the oldass Poser obj into a modeller that welds without destroying UV mapping (I use Ultimate Unwrap3D) then replacing the one in geometries naming the original oldass Poser model.obj.bak

    Post edited by WendyLuvsCatz on
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