PhysicsProject
ActivePublic

Properties

Description

Physics simulation systems including rigid bodies, cloth, softbodies, smoke fluids and particles.

Developers

Bullet: @Erwin Coumans (erwin)
Rigid Body: @Sergej Reich (sergof)
Cloth: @Daniel Genrich (genscher)
Smoke: @Miika Hamalainen (miikah) @Daniel Genrich (genscher)
Fluids: @Daniel Genrich (genscher) @Nils Thuerey (n_t)
Particles: @Janne Karhu (jhk) @Lukas Toenne (lukastoenne)
Softbody: @Jens Ole Wund(bjornmose) (bjornmose)

Recent Activity

Yesterday

Bastien Montagne (mont29) merged task T51111: Using an added Cube in combination with Particles > Volume > Grid results in missing particles. into T51332: Startup cube does not match other cubes' geometry - need to udate startup file.
Mon, May 22, 11:13 PM · Physics, BF Blender

Mon, May 15

Aaron Carlisle (Blendify) closed T51297: Use A Higher Hair Segment Limit as "Resolved" by committing rB4621583612fa: Fix T51297: Use A Higher Hair Segment Limit.
Mon, May 15, 8:30 PM · User Interface, Physics, BF Blender

Sun, May 14

gimble (gimble) edited the description of T51111: Using an added Cube in combination with Particles > Volume > Grid results in missing particles..
Sun, May 14, 5:33 PM · Physics, BF Blender
gimble (gimble) edited the description of T51111: Using an added Cube in combination with Particles > Volume > Grid results in missing particles..
Sun, May 14, 5:31 PM · Physics, BF Blender

Wed, May 10

Leon Cheung (leon_cheung) added a comment to T51297: Use A Higher Hair Segment Limit.

Very nice solution, Aaron! ❤

Wed, May 10, 4:59 AM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) raised the priority of T51297: Use A Higher Hair Segment Limit from "Normal" to "Confirmed".
Wed, May 10, 4:53 AM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) added a comment to T51297: Use A Higher Hair Segment Limit.

Here is a fix which uses a soft limit of 50 and a hard limit of 128:

Wed, May 10, 4:53 AM · User Interface, Physics, BF Blender

Fri, May 5

Dimitar Pouchnikov (dimitarsp) added a comment to T44248: Dupligroup instances of particles instancing groups do not render in Blender Internal, but show fine in Viewport and Cycles.

I have observed the same bug. I guess it sill hasn't been addressed?

Fri, May 5, 4:26 PM · Rendering, Physics, BF Blender
Bogumił (BogumilZ) added a comment to T51147: Fluid simulation - inflow - export animated mesh bug.

All I want to achieve is to fluid inflow object emit fluid the same way on non animated mesh and animated mesh. I already tried the displacement and ocean modifier, looks good but I wanted drops dripping from running character. As soon as I tick option "export animated mesh" inflow emits enormous amounts of fluid. Is there a way to make deformed mesh emit fluid like non deformed (not animated)?

Fri, May 5, 11:10 AM · Physics, BF Blender
Aaron Carlisle (Blendify) moved T51390: Blender 2 .78c will freeze or force close when adding particles at random. from Backlog to Particles on the Physics board.
Fri, May 5, 12:16 AM · Physics, BF Blender
Aaron Carlisle (Blendify) assigned T51390: Blender 2 .78c will freeze or force close when adding particles at random. to Luca Rood (LucaRood).
Fri, May 5, 12:16 AM · Physics, BF Blender

Sun, Apr 30

Howard Matthews (howiem) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Thought: perhaps renaming it to Boid Goal/Avoid field would help.

Sun, Apr 30, 12:25 PM · Physics, BF Blender
Howard Matthews (howiem) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Crikey, just had a quick play—thanks Ronan!—and this is a hugely valuable feature. As he says, it lets you animate between Goals rather than moving the Goals (which produces a different effect). The lack of docs is the killer—the fact the strength needs to be negative for Goal use means it's even more unlikely folks will just stumble across its functionality.

Sun, Apr 30, 12:10 PM · Physics, BF Blender

Fri, Apr 28

ronan ducluzeau (zeauro) added a comment to T51147: Fluid simulation - inflow - export animated mesh bug.

I mentioned fluid control only to give trajectories to drops coherent with character movements.

Fri, Apr 28, 9:42 PM · Physics, BF Blender
Bogumił (BogumilZ) added a comment to T51147: Fluid simulation - inflow - export animated mesh bug.

So to make it working right I need to put into domain a FLUID object and make character mesh a FLUID CONTROL object? As far as I imagine - this way my character will not emit any drops (as my basic intention was). Am I right?

Fri, Apr 28, 7:31 PM · Physics, BF Blender
Luca Rood (LucaRood) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Ok, this makes sense. So we actually have a horrible case of misnaming, lacking documentation, and terrible code design.
I can look for a better way to handle this in the code at some point (when I start working on particles), but for now, I think it is a matter of fixing the docs. (And maybe coming up with a better name, as the field does not introduce any kind of "boyd behavior", but rather influences existing boyds particles...)

Fri, Apr 28, 5:46 PM · Physics, BF Blender
ronan ducluzeau (zeauro) added a comment to T51147: Fluid simulation - inflow - export animated mesh bug.

There is a misunderstanding, here.

Fri, Apr 28, 11:48 AM · Physics, BF Blender
ronan ducluzeau (zeauro) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Boïds fields are a 2.4x feature.
It only works with a Goal or Avoid rule for Boïds particles and a strength that must be negative for Goal rule and positive for Avoïd rule.
https://youtu.be/Uvltf_oBd9E?t=1m33s

Fri, Apr 28, 10:47 AM · Physics, BF Blender
Howard Matthews (howiem) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Might have some weird boid uses as seen here https://www.youtube.com/watch?v=kyrhDTmPUAc

Fri, Apr 28, 9:09 AM · Physics, BF Blender
Aaron Carlisle (Blendify) added a comment to T51302: "Boid" Force field does nothing; should be removed.

@Peter Boos (PGTART) It is not that, but the feature has no code behind it and literally does nothing.

Fri, Apr 28, 12:12 AM · Physics, BF Blender
Peter Boos (PGTART) added a comment to T51302: "Boid" Force field does nothing; should be removed.

Might have some weird boid uses as seen here https://www.youtube.com/watch?v=kyrhDTmPUAc
Its not that if you have not used some feature inside blender that you should remove it, instead learn it.
Things might not always have up to date documentation either, but still thats no reason to remove it.

Fri, Apr 28, 12:05 AM · Physics, BF Blender

Wed, Apr 26

Luca Rood (LucaRood) added a comment to T51302: "Boid" Force field does nothing; should be removed.

I didn't look at boids.c, but since the code in do_physical_effector does nothing, and pdDoEffectors has no special case handling for boid (no calls to boids.c stuff), I can only see this force field being a noop.

Wed, Apr 26, 6:34 PM · Physics, BF Blender
Aaron Carlisle (Blendify) triaged T51302: "Boid" Force field does nothing; should be removed as "Normal" priority.

I looked into this and I found this in the code:

case PFIELD_BOID:
	/* Boid field is handled completely in boids code. */
	return;
Wed, Apr 26, 6:37 AM · Physics, BF Blender

Mon, Apr 24

Leon Cheung (leon_cheung) added a comment to T51297: Use A Higher Hair Segment Limit.

+1 for soft limit.

Mon, Apr 24, 3:17 PM · User Interface, Physics, BF Blender
Luca Rood (LucaRood) added a comment to T51297: Use A Higher Hair Segment Limit.

I really don't think this is the way to go about this. There is no point in slightly increasing the limit, as you can just as well find the new limit to be too low at some point in the future. I would be for keeping the 50 limit, but replacing it with a soft limit, that way, new users don't accidentally freeze their sims, but you are free to increase the the segments to whatever you want.

Mon, Apr 24, 12:32 AM · User Interface, Physics, BF Blender

Sun, Apr 23

Aaron Carlisle (Blendify) added projects to T51297: Use A Higher Hair Segment Limit: Physics, User Interface.
Sun, Apr 23, 8:08 PM · User Interface, Physics, BF Blender

Apr 20 2017

Luca Rood (LucaRood) closed T45350: Cloth Simulator: "Free all bakes" doesn't clear bake, but "Free Bake" works as "Resolved" by committing rBee3faddfaaa1: Fix T45350: Cache not being recomputed with "Bake All Dynamics".
Apr 20 2017, 3:04 PM · Physics, BF Blender

Apr 19 2017

Germano Cavalcante (mano-wii) added a comment to T47195: Cloth penetration when the size of the faces in the cloth and collision object are different.

I have completely removed Bullet's plNearestPoints from the new cloth collision system in the cloth-improvements branch. I have instead implemented a brand new and more reliable function, tailored specifically for the new collision response system.

As a result, this issue (and many other collision issues) has been resolved in the branch, and will go either into 2.79 or 2.8.

Apr 19 2017, 5:48 PM · Physics, BF Blender
Luca Rood (LucaRood) closed T47195: Cloth penetration when the size of the faces in the cloth and collision object are different as "Archived".

I have completely removed Bullet's plNearestPoints from the new cloth collision system in the cloth-improvements branch. I have instead implemented a brand new and more reliable function, tailored specifically for the new collision response system.

Apr 19 2017, 5:08 PM · Physics, BF Blender
Philip Barto (Pobnobs) added a comment to T51233: Deformation checkbox should be visible but isn't.

Sorry about that, I was being curious with the settings. I must have accidentally enabled one with my post.

Apr 19 2017, 2:47 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) added a comment to T51233: Deformation checkbox should be visible but isn't.

All is fine...

Apr 19 2017, 3:19 AM · User Interface, Physics, BF Blender
Philip Barto (Pobnobs) added a comment to T51233: Deformation checkbox should be visible but isn't.

Wait I removed someone? What...?

Apr 19 2017, 12:28 AM · User Interface, Physics, BF Blender

Apr 17 2017

Philip Barto (Pobnobs) placed T51233: Deformation checkbox should be visible but isn't up for grabs.

Out of curiosity, when will this be included to an official downloadable build? It seems manually patching is rather complicated. Sorry for incompetence

Apr 17 2017, 11:13 PM · User Interface, Physics, BF Blender
Martin Felke (scorpion81) added a comment to T51233: Deformation checkbox should be visible but isn't.

Potential fix for this problem in form of allowing to have the "Final deforming" as valid combination too for Mesh. This enables the checkbox and rebuilds the collision mesh in case the vertex count changed between current rigidbody shape and current final Derivedmesh.

Apr 17 2017, 8:16 PM · User Interface, Physics, BF Blender
Philip Barto (Pobnobs) added a comment to T51233: Deformation checkbox should be visible but isn't.

And I'm not sure if it's relevant to this bug or even a bug in the first place, but when set to "convex hull", shape keys don't impact the physics world either.
The tooltip for "convex hull" describes itself as "shrink wrap", which implies that it should be affected so long as it's not concave?

Apr 17 2017, 7:44 PM · User Interface, Physics, BF Blender
Philip Barto (Pobnobs) added a comment to T51233: Deformation checkbox should be visible but isn't.

Yes, I believe that is the desired behaviour, based on the tooltips:
Base - "Base mesh"
Deform - "Deformations, shape keys, deform modifiers"
Final - "All modifiers"

Apr 17 2017, 7:35 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) added a comment to T51233: Deformation checkbox should be visible but isn't.

So I guess this patch would be fine as long as you do not also need the Deform checkbox for Base. @Philip Barto (Pobnobs) can you confirm this as being desired behavior?

Apr 17 2017, 5:50 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) added a comment to T51233: Deformation checkbox should be visible but isn't.

According to your described wanted behavior this patch should work

1diff --git a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
2index eeb21c0..b29576b 100644
3--- a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
4+++ b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
5@@ -75,7 +75,7 @@ class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel):
6​ if rbo.collision_shape in {'MESH', 'CONVEX_HULL'}:
7​ layout.prop(rbo, "mesh_source", text="Source")
8
9- if rbo.collision_shape == 'MESH' and rbo.mesh_source == 'DEFORM':
10+ if rbo.collision_shape == 'MESH' and rbo.mesh_source != 'BASE':
11​ layout.prop(rbo, "use_deform", text="Deforming")
12
13​ split = layout.split()

Apr 17 2017, 5:45 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) triaged T51233: Deformation checkbox should be visible but isn't as "Normal" priority.

I see why this is happing, in properties_physics_rigidbody.py:

Apr 17 2017, 5:32 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) claimed T51233: Deformation checkbox should be visible but isn't.
Apr 17 2017, 5:27 PM · User Interface, Physics, BF Blender
Aaron Carlisle (Blendify) assigned T45350: Cloth Simulator: "Free all bakes" doesn't clear bake, but "Free Bake" works to Luca Rood (LucaRood).
Apr 17 2017, 5:49 AM · Physics, BF Blender
Aaron Carlisle (Blendify) assigned T47195: Cloth penetration when the size of the faces in the cloth and collision object are different to Luca Rood (LucaRood).
Apr 17 2017, 5:46 AM · Physics, BF Blender
Aaron Carlisle (Blendify) raised the priority of T51233: Deformation checkbox should be visible but isn't from "Incomplete" to "Needs Triage".
Apr 17 2017, 1:22 AM · User Interface, Physics, BF Blender
Philip Barto (Pobnobs) added a comment to T51233: Deformation checkbox should be visible but isn't.

It's probably easier to just recreate it from my steps, but here you go

Apr 17 2017, 1:22 AM · User Interface, Physics, BF Blender

Apr 16 2017

Aaron Carlisle (Blendify) triaged T51233: Deformation checkbox should be visible but isn't as "Incomplete" priority.

Thanks for the report but it would be helpful if you add a blend-file to the report that demonstrates the issue at hand.

Apr 16 2017, 7:56 PM · User Interface, Physics, BF Blender
Philip Barto (Pobnobs) created T51233: Deformation checkbox should be visible but isn't.
Apr 16 2017, 7:54 PM · User Interface, Physics, BF Blender
Bastien Montagne (mont29) updated subscribers of T51214: Dynamic Paint Works Only in Viewport Render.

Mehh, this even more complicated… There is a dependency cycle here, detected by legacy depsgraph. So tried with new depsgraph and… got a nice crash on startup (first evaluation of the scene) - new one also reports a dependency cycle btw.

Apr 16 2017, 3:52 PM · Physics, BF Blender
Bastien Montagne (mont29) added a comment to T51214: Dynamic Paint Works Only in Viewport Render.

The problem comes from the subsurf modifier (it is disabled in preview mode (0), while enabled for final rendering).

Apr 16 2017, 10:11 AM · Physics, BF Blender
Aaron Carlisle (Blendify) added a project to T51147: Fluid simulation - inflow - export animated mesh bug: Physics.
Apr 16 2017, 7:09 AM · Physics, BF Blender

Apr 15 2017

Aaron Carlisle (Blendify) assigned T51214: Dynamic Paint Works Only in Viewport Render to Bastien Montagne (mont29).
Apr 15 2017, 10:45 PM · Physics, BF Blender