Cloth simulation collision differs between viewport and render when collider is hidden #110983

Open
opened 2023-08-09 21:24:51 +02:00 by Max Mustermann · 2 comments

System Information
Operating system: Fedora Linux
Graphics card: AMD

Blender Version
Broken: 3.3.0 - 3.6.1
Worked:

Short description of error
Cloth simulation collision differs between viewport and render when collider is hidden in both.

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

  • create a cloth that will collide with the default cube
  • hide the default cube in both render and viewport
  • press play
  • the cloth will collide with the hidden default cube
  • press pause
  • go to frame 1
  • enter and exit edit mode on the cloth mesh to reset the cloth simulation cache
  • render the animation
  • the cloth will not collide with the hidden default cube

Additionally:

  • If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.
**System Information** Operating system: Fedora Linux Graphics card: AMD **Blender Version** Broken: 3.3.0 - 3.6.1 Worked: **Short description of error** Cloth simulation collision differs between viewport and render when collider is hidden in both. **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible). - create a cloth that will collide with the default cube - hide the default cube in both render and viewport - press play - the cloth will collide with the hidden default cube - press pause - go to frame 1 - enter and exit edit mode on the cloth mesh to reset the cloth simulation cache - render the animation - the cloth will not collide with the hidden default cube Additionally: - If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.
Max Mustermann added the
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Report
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Needs Triage
labels 2023-08-09 21:24:52 +02:00
Max Mustermann changed title from Regression: Cloth simulation collision differs between viewport and render when collider is hidden to Cloth simulation collision differs between viewport and render when collider is hidden 2023-08-09 21:42:25 +02:00
Member

Can confirm.

From the look of it, if the cache is being calculated during render, it will respect the render visibility setting rather than the collision visibility setting (which is configurable on the side of collision button, different than the eye and camera icon in the outline)

I think the simulation should behave as if it always take object.collision.use property, regardless of viewport or render visibility. So currently viewport simulation run is correct, but during render it's wrong.

Can confirm. From the look of it, if the cache is being calculated during render, it will respect the render visibility setting rather than the collision visibility setting (which is configurable on the side of collision button, different than the eye and camera icon in the outline) I think the simulation should behave as if it always take `object.collision.use` property, regardless of viewport or render visibility. So currently viewport simulation run is correct, but during render it's wrong.
YimingWu added
Status
Confirmed
Module
Animation & Rigging
Interest
Physics
and removed
Status
Needs Triage
labels 2023-08-10 05:43:14 +02:00
Member

After some digging, looks like that BKE_collision_relations_create seems to use DAG_EVAL_RENDER to determine different results for viewport and render. We could probably use (base->object->pd && base->object->pd->deflect) to determine whether to add collision relations.

Edit: nope it didn't work...

After some digging, looks like that `BKE_collision_relations_create` seems to use `DAG_EVAL_RENDER` to determine different results for viewport and render. We could probably use `(base->object->pd && base->object->pd->deflect)` to determine whether to add collision relations. Edit: nope it didn't work...
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Reference: blender/blender#110983
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