WIP: Geometry Nodes: playing with PBD #129718
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Reference: blender/blender#129718
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Delete Branch "JacquesLucke/blender:pdb-solver-experiment"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This is an experiment to get to know position based dynamics (PBD) better.
This adds a PBD Solver node which implements some basic constraints for softbody, hair and grain simulation.
Information about PBD:
WIP: Geometry Nodes: playing with PDBto WIP: Geometry Nodes: playing with PBDhighly recommend throwing the 'x' in there lol (for xpbd)
all you need is to add a tiny term in the constraint that is dependent on dt^2
3 main insights ive learned when playing with this:
literally read everything by matthias - he's the G
Thanks. I'm aware of the "x" part (I'm kind of using the term PBD for everything related to that currently). Still have to figure out how everything fits together though :)
Love to see XPBD getting a tighter integration, thanks for working on this!
One thing I appreciate about implementing xpbd within node groups rather than having a dedicated solver node is the control one maintains over the simulation.
In my experiments with xpbd in Blender, the main missing piece is an efficient way of obtaining contact points between bodies.
In my opinion a contact points node would close the gap for more efficient collision response for simple bodies such as spheres, and could implement GJK and EPA to get contact points between convex bodies.
It's already possible to create xpbd rigid body simulations in geo nodes, but it requires using a repeat zone to iterate through possible colliders and detect contact points.
A collision points node that outputs a new "collision points" geometry could be used with the attribute statistic node to make that process efficient, and would be a great tool to have in addition to dedicated solvers!
edit: I may have spoken too soon, because you would need a group_id input to the attribute statistic node for this to work. It should be possible currently with the accumulate field node though.
Sorry if this is not the place for that type of question:
Is this an experimental branch of Blender?
Because this is what I see in 4.3 and 4.4 when opening the .blend file from the header post of this thread:
This is a personal experiment of mine, it's not really something that can be tested well by others unfortunately, because I hard-coded all kinds of assumptions in the code.
Will close this to avoid confusion.
Pull request closed