Bakeing Rigid Body too much slow #87085

Closed
opened 2021-03-31 15:22:01 +02:00 by Andrea Coppola · 10 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89

Blender Version
Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: 02948a2cab
Worked: (newest version of Blender that worked as expected)

Short description of error
Hi,
last time (version 2.82) we solved together the Rigid Body scaling bug with a chain, setting in Rigid Body World:

  • Speed = 0.5
  • Substeps Per Frame: 600
  • Solver Iteration = 50
    and Margin between rings to 0.0001.
    Scaling the Rigid Bodies, the chain didn't explode more. Weel!
    The process was very fast.
    Now, I repeated the seme process with version 2.92 and the process is very very slow, so that I need to bake the simulation first.
    At the end of simulation the chain explode...
    It is normal?
    See attachment.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

chain explode.blend

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89 **Blender Version** Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: `02948a2cab` Worked: (newest version of Blender that worked as expected) **Short description of error** Hi, last time (version 2.82) we solved together the Rigid Body scaling bug with a chain, setting in Rigid Body World: - Speed = 0.5 - Substeps Per Frame: 600 - Solver Iteration = 50 and Margin between rings to 0.0001. Scaling the Rigid Bodies, the chain didn't explode more. Weel! The process was very fast. Now, I repeated the seme process with version 2.92 and the process is very very slow, so that I need to bake the simulation first. At the end of simulation the chain explode... It is normal? See attachment. **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)] [chain explode.blend](https://archive.blender.org/developer/F9915867/chain_explode.blend)
Author

Added subscriber: @blenderhighschool

Added subscriber: @blenderhighschool
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm, will check.

Can confirm, will check.
Member

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

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

Apparently caused by da95d1d851, BUT:

  • your file is apparently written in (2, 92, 15)
  • that is why the versioning code does not do the following correction
  /* The substep method changed from "per second" to "per frame".
   * To get the new value simply divide the old bullet sim fps with the scene fps.
   */

If this was an old file, this should have corrected the Substeps per Frame setting from 600 > 25
Then everything works correctly.

I am unsure how this got into this state (possibly by copy-pasting from an old file?)
What you can do:

  • correct Substeps per Frame setting from 600 > 25 "by hand" OR
  • save chain explode.blend again in 2.90 [where this was still working fine] and open in 2.92.0, versioning code then kicks in again and corrects this automatically.

I assume this is not a bug, is this working for you?

Apparently caused by da95d1d851, **BUT**: - your file is apparently written in (2, 92, 15) - that is why the versioning code does not do the following correction > /* The substep method changed from "per second" to "per frame". > * To get the new value simply divide the old bullet sim fps with the scene fps. > */ If this was an old file, this should have corrected the `Substeps per Frame` setting from 600 > 25 Then everything works correctly. I am unsure how this got into this state (possibly by copy-pasting from an old file?) What you can do: - correct `Substeps per Frame` setting from 600 > 25 "by hand" OR - save `chain explode.blend` again in 2.90 [where this was still working fine] and open in 2.92.0, versioning code then kicks in again and corrects this automatically. I assume this is not a bug, is this working for you?

Added subscriber: @Fernando-Alcala

Added subscriber: @Fernando-Alcala

As Philipp said, they changed the "time resolution" setting for rigid bodies. When we set the time settings to the equivalent of pre 2.90 (600steps per second/24fps = 25 steps per frame) we get it to work in real time.
2021-04-10 11-17-05.mp4

As Philipp said, they changed the "time resolution" setting for rigid bodies. When we set the time settings to the equivalent of pre 2.90 (600steps per second/24fps = 25 steps per frame) we get it to work in real time. [2021-04-10 11-17-05.mp4](https://archive.blender.org/developer/F9928373/2021-04-10_11-17-05.mp4)
Member

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

Changed status from 'Needs User Info' to: 'Resolved'
Philipp Oeser self-assigned this 2021-05-03 18:12:33 +02:00
Member

Think it is safe to assume that this is resolved

Think it is safe to assume that this is resolved
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Reference: blender/blender#87085
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