Sculpt: Reduce the displacement step in the cloth solver
Previously the base displacement for solving the constraints was always using 0.5, which may introduce artifacts when multiple constraints of different types are computed for the same vertex. This introduces a factor that reduces the base displacement of the solver, reducing the artifacts. Reviewed By: sergey Differential Revision: https://developer.blender.org/D9202
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@ -153,6 +153,8 @@ static float cloth_brush_simulation_falloff_get(const Brush *brush,
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#define CLOTH_LENGTH_CONSTRAINTS_BLOCK 100000
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#define CLOTH_SIMULATION_ITERATIONS 5
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#define CLOTH_SOLVER_DISPLACEMENT_FACTOR 0.6f
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#define CLOTH_MAX_CONSTRAINTS_PER_VERTEX 1024
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#define CLOTH_SIMULATION_TIME_STEP 0.01f
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#define CLOTH_DEFORMATION_SNAKEHOOK_STRENGTH 0.35f
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@ -805,10 +807,13 @@ static void cloth_brush_satisfy_constraints(SculptSession *ss,
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(cloth_sim->length_constraint_tweak[v2] * 0.5f);
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if (current_distance > 0.0f) {
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mul_v3_v3fl(correction_vector, v1_to_v2, 1.0f - (constraint_distance / current_distance));
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mul_v3_v3fl(correction_vector,
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v1_to_v2,
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CLOTH_SOLVER_DISPLACEMENT_FACTOR *
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(1.0f - (constraint_distance / current_distance)));
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}
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else {
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copy_v3_v3(correction_vector, v1_to_v2);
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mul_v3_v3fl(correction_vector, v1_to_v2, CLOTH_SOLVER_DISPLACEMENT_FACTOR);
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}
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mul_v3_v3fl(correction_vector_half, correction_vector, 0.5f);
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