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authorLukas Tönne <lukas.toenne@gmail.com>2014-09-16 16:36:56 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:01 +0300
commita8cf092160d88df5f97514d8356b155a6820e22f (patch)
tree8774594417e95c9a4d306b14c80d60fd5c4e9732 /source/blender/physics/intern/BPH_mass_spring.cpp
parent6623395638c3b43598adc2b12d2ca27f038f67ab (diff)
Fix for Sintel hair bug.
The hair solver needs sane input to converge within reasonable time steps. In particular the spring lengths must not be too difference (factor 0.01..100 or so max, this is comparable to rigid body simulation of vastly different masses, which is also unstable). The basic hair system generate strands with equally spaced points, which is good solver material. However, the hair edit operators, specifically the cutting tool, can move points along the strands, creating tightly packed hair points. This puts the solver under enormous stress and causes the "explosions" observed already during the Sintel project. The simple solution for now is to exclude very short hairs from the simulation. Later the cutting tool should be modified such that it keeps the segments roughly at the same length and throws away vertices when the hair gets too short (same goes for the extension tool). The hair system should have a general mechanism for making sure that situations such as this don't occur. This will have to be a design consideration for replacements in any future hair system.
Diffstat (limited to 'source/blender/physics/intern/BPH_mass_spring.cpp')
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