Proxy meshes running soft body physics do not deform visible mesh properly if hidden in outliner during animation render #68077

Closed
opened 2019-08-01 17:43:36 +02:00 by Casey · 11 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449

Short description of error
I have a character rig that uses soft body proxy meshes to deform parts of the mesh for secondary motion/movement. These proxy meshes don't update correctly during animation render if they are hidden in viewport via outliner, causing my mesh to deform unpredictably/inaccurately compared to the baked simulation. If these soft body proxy meshes are visible in viewport (but disabled in Cycles visibility) they will update correctly and predictably.

Exact steps for others to reproduce the error
Make a proxy mesh around an armature deformed mesh. Set this proxy mesh to use soft body physics. Child both to the same bone(s). Use mesh deform modifier on the armature mesh, link it to the proxy mesh. Run a simulation and bake the output to disk. Hide the proxy mesh in viewport/render via outliner then run a opengl render or cycles animation render. The deformed mesh will lag/overshoot the baked soft body deformations. Comparatively, make the proxy mesh visible in viewport/render again and the deformed mesh will follow exactly as predicted.

I made a stripped out .blend of my scene to highlight the problem Broken.blend

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36 **Blender Version** Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: `f6cb5f5449` **Short description of error** I have a character rig that uses soft body proxy meshes to deform parts of the mesh for secondary motion/movement. These proxy meshes don't update correctly during animation render if they are hidden in viewport via outliner, causing my mesh to deform unpredictably/inaccurately compared to the baked simulation. If these soft body proxy meshes *are* visible in viewport (but disabled in Cycles visibility) they will update correctly and predictably. **Exact steps for others to reproduce the error** Make a proxy mesh around an armature deformed mesh. Set this proxy mesh to use soft body physics. Child both to the same bone(s). Use mesh deform modifier on the armature mesh, link it to the proxy mesh. Run a simulation and bake the output to disk. Hide the proxy mesh in viewport/render via outliner then run a opengl render or cycles animation render. The deformed mesh will lag/overshoot the baked soft body deformations. Comparatively, make the proxy mesh visible in viewport/render again and the deformed mesh will follow exactly as predicted. I made a stripped out .blend of my scene to highlight the problem [Broken.blend](https://archive.blender.org/developer/F7642339/Broken.blend)
Author

Added subscriber: @Casey-3

Added subscriber: @Casey-3

Added subscriber: @brecht

Added subscriber: @brecht

We require a .blend file and exact steps to reproduce the problem.

We require a .blend file and exact steps to reproduce the problem.
Author

In #68077#742399, @brecht wrote:
We require a .blend file and exact steps to reproduce the problem.

I've included the .blend. I did an animation render to confirm the problem is persisting:
Viewport (true to simulation bake): HairViewport.mp4
Render (proxy meshes invisible in outliner, simulation overshoots bake and settles at an offset): hairrender0001-0065.mp4
Render (proxy meshes visible in outliner, meshes follow bake just fine): hairrendervisible0001-0065.mp4

> In #68077#742399, @brecht wrote: > We require a .blend file and exact steps to reproduce the problem. I've included the .blend. I did an animation render to confirm the problem is persisting: Viewport (true to simulation bake): [HairViewport.mp4](https://archive.blender.org/developer/F7642356/HairViewport.mp4) Render (proxy meshes invisible in outliner, simulation overshoots bake and settles at an offset): [hairrender0001-0065.mp4](https://archive.blender.org/developer/F7642357/hairrender0001-0065.mp4) Render (proxy meshes visible in outliner, meshes follow bake just fine): [hairrendervisible0001-0065.mp4](https://archive.blender.org/developer/F7642405/hairrendervisible0001-0065.mp4)
Author

The "Collision" collection here holds all proxy meshes, if the collection's render visibility is turned off you get the results you see above where the deformed meshes overshoot and settle at an offset image.png

The "Collision" collection here holds all proxy meshes, if the collection's render visibility is turned off you get the results you see above where the deformed meshes overshoot and settle at an offset ![image.png](https://archive.blender.org/developer/F7642413/image.png)
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Is this still an issue in the latest builds?

Are you able to reproduce the issue in a new file?

The file you provided unfortunately still contains more than a hundred objects, making it much harder to understand what is on. Please try to create a file that only contains what is really necessary to reproduce the bug.

Is this still an issue in the latest builds? Are you able to reproduce the issue in a new file? The file you provided unfortunately still contains more than a hundred objects, making it much harder to understand what is on. Please try to create a file that only contains what is really necessary to reproduce the bug.

Added subscriber: @dfelinto

Added subscriber: @dfelinto

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Dalai Felinto self-assigned this 2020-02-06 16:01:46 +01:00

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.

Thanks again for the report. If the problem persists please open a new report with the required information and a simpler file this time.

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed. Thanks again for the report. If the problem persists please open a new report with the required information and a simpler file this time.
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Reference: blender/blender#68077
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