Contents
Self Collision and Mutual Collision
Set self-collisions and mutual collisions.
Self-collision is the ability for cloth to collide with itself.
By using this function, even if the cloth itself overlaps, it will not penetrate.
Mutual Collision is the ability for a cloth to collide with another cloth.
By using this function, it is possible to make separately set cloths collide with each other.
See Self Collision for configuration details.
Self Mode |
Sets the mode of self-collision. [Full Mesh] |
Sync Mode |
Sets the mode of mutual collision. [Full Mesh] |
Sync Partner | Set the mutual collision opponent. Only one can be set. |
Surface Thickness |
Self-collision and self-collision thickness. Also note that the thickness is the thickness of both primitives added together. |
Cloth Mass |
Weight of the cloth itself. In mutual collisions, this weight ratio determines which cloth moves more. |
Precautions for use
BETA VERSION
The self-collision feature is currently in beta.
So it is quite possible that the functionality will change in the future.
PROCESSING LOAD
Self-collision is a very expensive process.
Therefore, it is recommended to use it on a desktop PC or a high-end console machine.
This cost is exactly proportional to the number of vertices in the proxy mesh.
Therefore, if you use it on a mobile device, please reduce the number of vertices of the proxy mesh as much as possible.
ACCURACY PROBLEM
Current self-collision is not very accurate.
Therefore, if you move at high speed, the cloth may get tangled.
However, there is also a built-in mechanism to detect and untangle the entanglement inside.
VIBRATION PROBLEM
Currently, it has been confirmed that self-collision is prone to vibration.
This is largely due to the structure of the proxy mesh.
Therefore, it may be difficult to use depending on the shape of the mesh.