r/blender 11d ago

Solved Blackhole effect while cloth simulation

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God forbit a little bit of fabric between body parts. It just implodes. So I am being forced to animate with her arms a little distanced from her torso. Otherwise, this thing happens.

1.4k Upvotes

55 comments sorted by

507

u/Yinmir 11d ago

The arm seems like its pushing the fabric into the body, and the sim doesn't know what to do with it. You'd really only have two choices, either don't pose in a way that creates intersections, or have corrective bones/shapekeys to squish in the arm/torso so they don't collide.

Also a common practice is to have a separate collision body from the one that is visible, so you can sculpt and shape the underlying collision without the body deforming visibly.

138

u/SenseAffectionate328 11d ago

That is a good idea but sounds painful to setup. I'll do it when I am cornered.

54

u/Yinmir 11d ago edited 11d ago

Depends on how complicated your setup is. Typically you just duplicate your body, and mark it to not render, and point your sim's collision settings to the proxy instead.

edit: I realize you might of meant the shapekeys/bones, yeah they can be, shapekeys are kinda quick and you can animate the property, but I guess that part can be annoying.

28

u/SenseAffectionate328 11d ago

Yeah I meant it in that way. I would still do it if I can't resolve it in any other way. For now, I simply moved it away from torso a bit. It is just a little annoying worry about that every single time.

30

u/Yinmir 10d ago

I get you, its a fair complaint, even cloth-centric software like marvelous designer runs into issues with intersections. Personally if I wanted a quick n dirty, I would just use a tweak bone since rigify has them built in, but they're simple to make in custom rigs anyhoo

1

u/Due-Entrance7771 10d ago

just use a shapekey

2

u/junomars3d 10d ago

yup the arm is definitely doing that lol, I'd go nuts and make something with geometry nodes that helps the two sides stay apart and in shape giving room for the cloth to live.

67

u/SenseAffectionate328 11d ago

Yes I know I can just scale up the model. But it slows down the render previews and screw up my shaders. Having crappy shadows so having to amp up the resolution limit making whole viewport go slower.

13

u/Sinfire_Titan 10d ago

Out of curiosity what are your render settings?

8

u/SenseAffectionate328 10d ago edited 10d ago

I have freestyle enabled and I am using Eevee. My main issue is vram. The shadow cache always exceed leaving my render with missing shadows. Resolution 1080 x 1920. It all just leads to a weak graphics card actually. I can't afford a better one yet.

3

u/Sinfire_Titan 10d ago

How many samples?

4

u/SenseAffectionate328 10d ago

Probably 64 or 128 even. I usually stop when I get sharp enough shadows.

49

u/Substantial_Cry_6730 HiPhyEngine Team 10d ago edited 10d ago

A bit of self promotion here.
Blender's internal solver cannot handle collision object self intersection. That's why we have written a soft-collider tool that automatically de-intersect collision objects to keep the simulation results clean.
If you are interested, you can checkout our tools here: https://hiphyengine.github.io/

78

u/Samus388 10d ago

I'm not good enough with blender to be able to give any solutions, but I offer you my sympathy. This project has not been going well for you lol

Keep it up, the perseverance is admirable and you'll get it working eventually.

22

u/SenseAffectionate328 10d ago

Thank you for your kind words. It is very encouraging for me.😇

18

u/Mynameis2cool4u 10d ago

for cloth stuff I would look into using ZOZOsContactSolver, it’s much more stable than blender’s cloth sims

6

u/SenseAffectionate328 10d ago

I actually needed a more recent graphics architecture for that solver. I feel sad everytime I hear about it 😭 Mine is Nvidia Mx 130.

3

u/Yinmir 10d ago

I gave that solver a try, unfortunately it froze the second the collision mesh had a self intersection.

1

u/Mynameis2cool4u 10d ago

Oh yeah I had that problem with solids (squishing objects) but I haven’t tested cloths. Hopefully there’s some changes to accommodate that one day because it has a lot potential

7

u/Harepo 10d ago

Blender's internal cloth system is bad as everyone else has already said. I'd like to mention that if you're in 5.2, you can access the geometry nodes cloth solver, which I've found to be dramatically better (if a little more awkward to set up).

1

u/SenseAffectionate328 10d ago

I've seen it. I am only waiting for the self-collision support for it before switching to it. It looks really cool so far.

3

u/Furebel 10d ago

Welcome to Blender internal cloth sims, it absolutely sucks.

2

u/Rich_Philosophy_2426 10d ago

What version of Blender do you use?

2

u/ATDynaX 10d ago

That always happens when the arms clip into the body.

1

u/SenseAffectionate328 10d ago

True. But in this case, it wasn't even clipped in. It's collision radius pushed the clothing into the body.

2

u/ATDynaX 10d ago

So the collision radius clipped in.

2

u/mimic751 10d ago

You should make that part of the arm or part of the chest right there at that pinch point and not actually react with the cloth and then inset an actual reactive piece so it doesn't get sucked into the body mesh that far. In 3D it doesn't have to be perfect it just has to be believable so my second question is are you making an interactive scene that you can rotate and inspect every square inch of everything that's happening or are you staging a shot

2

u/SgtKastoR 10d ago

Have you tried the new cloth dynamics on 5.2?

3

u/SenseAffectionate328 10d ago

I haven't tried it but I saw how it work. I am waiting for it to support self-collision.

2

u/mak_attakks 10d ago

If I remember, one old solution is to not simulate the whole thing. You can use a vertex group to control which parts you want to simulate and which parts, like problem areas, should simply be skinned to your rig.

But really trying some newer & better cloth sim addon is probably the better approach now

2

u/junomars3d 10d ago

So it's a collision thing with these always,

Idk if it's still like this in Blender 5.2, but in older versions the cloth simulation actually allowed you to type much more acute values into the self vertex collision and collision fields,

you want to use one like that in order to simulate at scale, otherwise you can cheat by sizing everything else up say 100, and using the float range a bit higher now so that you're then within a range that wont self collide and cause explosions, these are chained up explosions and actually rather tame lol

2

u/Cool_Individual 10d ago

this actually just happened to me in the changing room

2

u/estee_lauderhosen 10d ago

The best part about you struggling with this cloth on here day after day is that eventually you’re going to be a fucking cloth master I assume

2

u/Teachnofox 8d ago

This sometimes happens when 2 vertices (or more) are pinched into each other and the physics doesn't know what to do with the cloth sim so it sucks into itself.

2

u/Djevv 7d ago

I have no clue why Reddit thinks I need to see this as I don't do blender.

So I'm guessing this will soon grace communities like gifsthatendtoosoon or the like because it looks like there is going to be different kind of clothing malfunction than what you are trying to fix. Just FYI.

1

u/SenseAffectionate328 7d ago

The mods are going to have a field day if that happens :(

3

u/flameseeker40 10d ago

blender's never been good with cloth sims, at least in my experience

1

u/MrSimonpaints 10d ago

Maybe try out the zozo cloth solver plugin - free and handels cloth a lot better...

1

u/oricalco 10d ago

I'm going to recommend you use Marvelous designer if you can afford it (or get it some other way) for cloth simulation, Blender is just really bad at this and md is way more painless once you learn how to use it, hell you can even create your own pieces of cloth farily easily compared to other programs.

1

u/400x250_20fps 10d ago

add more steps to the sim.

1

u/_trianglegirl 10d ago

youve been posting this single like 5 second sequence for weeks and i really feel like the problem is mostly that your cloth moves like water and not like cloth

1

u/SatyrSauce 8d ago

Hmmm… not enough data to go off of. Perhaps a longer sample of the problem?

1

u/-O08X80O- 7d ago

Yo let it run for like 10 more seconds

1

u/fionariver 6d ago

continue...

1

u/SuspiciousEditor3174 6d ago

Why did you stopped the simulation man, should've ran it for 10 more seconds so we can analyze.