Particle Collision failing in blender 2.80 #68128

Closed
opened 2019-08-02 13:04:51 +02:00 by Sangwook LEE · 12 comments

Blender Version
Broken: (example: 2.80rc1, 2.83
Worked: (optional) : 2.79b

Short description of error
My case is that when a collision object moves towards a bunch of particles which has zero velocity, in 2.79b the particles were ricocheted but in 2.80 they go straight.

Exact steps for others to reproduce the error

  • Open Attached file in 2.79b and 2.80
  • Run animation and compare
    test_279.blend
**Blender Version** Broken: (example: 2.80rc1, 2.83 Worked: (optional) : 2.79b **Short description of error** My case is that when a collision object moves towards a bunch of particles which has zero velocity, in 2.79b the particles were ricocheted but in 2.80 they go straight. **Exact steps for others to reproduce the error** - Open Attached file in 2.79b and 2.80 - Run animation and compare [test_279.blend](https://archive.blender.org/developer/F7645544/test_279.blend)
Author

Added subscriber: @sangwook71

Added subscriber: @sangwook71
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

I can confirm the issue, but it is unlikely that this is going to be fixed.. The current particle system is considered to be end-of-life.

I can confirm the issue, but it is unlikely that this is going to be fixed.. The current particle system is considered to be end-of-life.
Author

Hmm... I think the problem doesn't belong to particle system, but belongs to collision system.
In 2.79 the collision works greatly!, but in advanced 2.8 version, it doesn't work correctly.
I think the new advanced version should include all of the prior version's functionalities except when there are some inevitable reasons that some functionalities should be excluded.

I discovered this error when I was following the Blender Guru tutorial (https:*www.blenderguru.com/), and the title is 'glass smashing (https:*www.youtube.com/watch?v=9L8qOq1Shiw&t=2096s)' which explains the glass shards tutorial using
collision system with particles.

Thank you !

Hmm... I think the problem doesn't belong to particle system, but belongs to collision system. In 2.79 the collision works greatly!, but in advanced 2.8 version, it doesn't work correctly. I think the new advanced version should include all of the prior version's functionalities except when there are some inevitable reasons that some functionalities should be excluded. I discovered this error when I was following the Blender Guru tutorial (https:*www.blenderguru.com/), and the title is 'glass smashing (https:*www.youtube.com/watch?v=9L8qOq1Shiw&t=2096s)' which explains the glass shards tutorial using collision system with particles. Thank you !
Germano Cavalcante changed title from Particle Collision Bug to Particle Collision failing in blender 2.80 2020-02-04 14:56:00 +01:00

Added subscriber: @LucaRood-3

Added subscriber: @LucaRood-3

Added subscriber: @mano-wii

Added subscriber: @mano-wii

@LucaRood-3, shouldn't this problem have been solved by blender/blender-staging@0ef881cc57?

@LucaRood-3, shouldn't this problem have been solved by blender/blender-staging@0ef881cc57?

After investigating a little, I realized that the reason for the failure is the Rigdy Body.
There is something wrong with updating the object's matrices in 2.80.
I suspect it is a lack of sync between the evaluated object and the original.

After investigating a little, I realized that the reason for the failure is the `Rigdy Body`. There is something wrong with updating the object's matrices in 2.80. I suspect it is a lack of sync between the evaluated object and the original.

Added subscriber: @Sergey

Added subscriber: @Sergey

After investigating, I realized that depsgraph calls 3 eval functions in a problematic order.

  1. BKE_object_eval_local_transform
  2. BKE_object_eval_uber_data
  3. BKE_rigidbody_eval_simulation

BKE_rigidbody_eval_simulation updates ob->obmat according to Rigid Body simulation. This obmat is that seen in the 3dview.
BKE_object_eval_local_transform takes values like ob->loc, ob->rot and ob->scale to update ob->obmat, resetting it to the value before BKE_rigidbody_eval_simulation.
BKE_object_eval_uber_data updates the collision modifier with the same obmat before BKE_rigidbody_eval_simulation. (It is as if the object does not move).

One solution would be to call BKE_object_apply_mat4 and change ob->loc, ob->rot and ob->scale during the BKE_rigidbody_eval_simulation. But I don't know if this is the most correct. BKE_object_eval_local_transform should only be called at the end. No?

@Sergey, would you have any light on this subject?

After investigating, I realized that depsgraph calls 3 eval functions in a problematic order. 1. `BKE_object_eval_local_transform` 2. `BKE_object_eval_uber_data` 3. `BKE_rigidbody_eval_simulation` `BKE_rigidbody_eval_simulation` updates `ob->obmat` according to `Rigid Body` simulation. This `obmat` is that seen in the 3dview. `BKE_object_eval_local_transform` takes values like `ob->loc`, `ob->rot` and `ob->scale` to update `ob->obmat`, resetting it to the value before `BKE_rigidbody_eval_simulation`. `BKE_object_eval_uber_data` updates the collision modifier with the same `obmat` before `BKE_rigidbody_eval_simulation`. (It is as if the object does not move). One solution would be to call `BKE_object_apply_mat4` and change `ob->loc`, `ob->rot` and `ob->scale` during the `BKE_rigidbody_eval_simulation`. But I don't know if this is the most correct. `BKE_object_eval_local_transform` should only be called at the end. No? @Sergey, would you have any light on this subject?

This is the same root issue as #58044. Will merge this report there.

Long story short: generally, rigid body needs to know object's geometry to have proper collision mesh, but geometry might need transform. In this case you're running into a feedback loop. There are ways to solve this, but all of them are rather big design changes.

See #58044 and the discussion in D6834 for more technical insights.

This is the same root issue as #58044. Will merge this report there. Long story short: generally, rigid body needs to know object's geometry to have proper collision mesh, but geometry might need transform. In this case you're running into a feedback loop. There are ways to solve this, but all of them are rather big design changes. See #58044 and the discussion in [D6834](https://archive.blender.org/developer/D6834) for more technical insights.

Closed as duplicate of #58044

Closed as duplicate of #58044
Thomas Dinges added this to the 2.83 LTS milestone 2023-02-08 16:39:39 +01:00
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Reference: blender/blender#68128
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