Cloth sim: Sewing and Self Collision issue #65568

Closed
opened 2019-06-06 16:28:44 +02:00 by Vit Kovalcik · 14 comments

System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36

Blender Version
Broken: version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-06 00:27, hash: 8b2b79c210
Worked: (optional)

Short description of error
When using sewing feature of the cloth simulator, it leaves a gap between sewn vertices. This only happens when Self Collision of the cloth is also on. In Blender 2.79 this is working correctly, i.e. there are no gaps.

Exact steps for others to reproduce the error
With the default cube, delete four side faces ("Only Faces" option, leaving the edges intact). The apply the Cloth modified in the Physics tab and use Sewing with Force 100. You can play the simulation to verify now it works correctly. After checking "Self Collision" and playing the simulation again, there are now gaps.

**System Information** Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36 **Blender Version** Broken: version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-06 00:27, hash: `8b2b79c210` Worked: (optional) **Short description of error** When using sewing feature of the cloth simulator, it leaves a gap between sewn vertices. This only happens when Self Collision of the cloth is also on. In Blender 2.79 this is working correctly, i.e. there are no gaps. **Exact steps for others to reproduce the error** With the default cube, delete four side faces ("Only Faces" option, leaving the edges intact). The apply the Cloth modified in the Physics tab and use Sewing with Force 100. You can play the simulation to verify now it works correctly. After checking "Self Collision" and playing the simulation again, there are now gaps.
Author

Added subscriber: @Blackx

Added subscriber: @Blackx
Author

I have attached a file to demonstrate the issue. Just open the .blend and run the animation/simulation, two frames are enough. There are two clothes with Sewing on and Sewing Force 100 (and Gravity = 0 for easier tests).

The left one is sewn perfectly. The right one has Self Collision set to On with Distance = 0.1, which breaks the sewing process. The vertices on the right are repulsed and are never sewn together, there is a gap between them. The bigger the Self Collision distance, the bigger the gap.

sewing.blend

I have attached a file to demonstrate the issue. Just open the .blend and run the animation/simulation, two frames are enough. There are two clothes with Sewing on and Sewing Force 100 (and Gravity = 0 for easier tests). The left one is sewn perfectly. The right one has Self Collision set to On with Distance = 0.1, which breaks the sewing process. The vertices on the right are repulsed and are never sewn together, there is a gap between them. The bigger the Self Collision distance, the bigger the gap. [sewing.blend](https://archive.blender.org/developer/F7099698/sewing.blend)

Added subscribers: @ishbosamiya, @ZedDB

Added subscribers: @ishbosamiya, @ZedDB
Luca Rood was assigned by Sebastian Parborg 2019-06-14 10:58:58 +02:00

@ishbosamiya is this something that might have been fixed in your GSoC branch?

@ishbosamiya is this something that might have been fixed in your GSoC branch?
Member

No, the GSoC project will not tackle/fix this bug.

No, the GSoC project will not tackle/fix this bug.

Added subscriber: @FrancoisRimasson

Added subscriber: @FrancoisRimasson

This bug is there for at least 6 months.
Is anybody still in charge of this task ?

This bug is there for at least 6 months. Is anybody still in charge of this task ?
Luca Rood was unassigned by Sebastian Parborg 2019-12-02 12:58:54 +01:00
Sebastian Parborg self-assigned this 2019-12-02 12:58:54 +01:00

Added subscriber: @LucaRood-3

Added subscriber: @LucaRood-3

Not really, I might take a look at it when I have time, but that might take a while.

Not really, I might take a look at it when I have time, but that might take a while.
Sebastian Parborg was unassigned by Dalai Felinto 2019-12-23 16:34:09 +01:00

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Apparently the strength of the self collision always surpasses that of sewing, regardless of the value.

Apparently the strength of the self collision always surpasses that of sewing, regardless of the value.
Member

This issue is caused by the new collision system.

The old system collided vertices with each other, treating them as spheres, and excluded collisions between vertices connected by sewing springs, so they would not collide.
The new system actually computes the collisions between triangles, and it is correct that the collision impulse should always surpass the sewing force, however the mistake is actually computing collisions between triangles connected by sewing springs at all. The new system already excludes collisions between adjacent triangles (those sharing an edge), and fixing this would require also excluding triangles connected by sewing springs.

This is fairly simple to fix, and I can look into it when I have some time, but if someone else can look into this sooner, I think the tips above should help.

This issue is caused by the new collision system. The old system collided vertices with each other, treating them as spheres, and excluded collisions between vertices connected by sewing springs, so they would not collide. The new system actually computes the collisions between triangles, and it is correct that the collision impulse should always surpass the sewing force, however the mistake is actually computing collisions between triangles connected by sewing springs at all. The new system already excludes collisions between adjacent triangles (those sharing an edge), and fixing this would require also excluding triangles connected by sewing springs. This is fairly simple to fix, and I can look into it when I have some time, but if someone else can look into this sooner, I think the tips above should help.

This issue was referenced by 5afa4b1dc8

This issue was referenced by 5afa4b1dc8aacdd17f72a2bcaccd53838107c229

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Germano Cavalcante self-assigned this 2020-03-02 15:03:49 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
7 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#65568
No description provided.