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Fix T62631: Cloth vertex mass capped to a very low number on scaled scenes.
Needs ReviewPublic

Authored by Sebastian Parborg (zeddb) on Aug 9 2019, 4:27 PM.

Details

Summary

Removed the weight limit and made the setting more clear in what it actually does.

Diff Detail

Event Timeline

Increasing the property range is fine.

If this is the mass of each vertex, then the default of 0.3 kg per vertex makes no sense. Is that really how it works?

Yepp, that is how it currently works. It doesn't spread out the mass evenly it just assigns each vertex the set weight.
I could easily fix this and I think I actually should. So we instead have an actual density going on instead.

It doesn't spread out the mass evenly it just assigns each vertex the set weight.
I could easily fix this and I think I actually should. So we instead have an actual density going on instead.

Could the mass-per-vertex be responsible for the weird behavior of cloth and force fields? Currently, subdividing a cloth object has the effect of reducing force-field strength dramatically.

Could the mass-per-vertex be responsible for the weird behavior of cloth and force fields? Currently, subdividing a cloth object has the effect of reducing force-field strength dramatically.

That could be the issue, yes. You could try to reduce the mass with the amount of verts you just added and see if that helps. So if you added 4x the amount of verts, you divide the vertex cloth mass by 4.