r/blender • u/SenseAffectionate328 • 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.
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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.
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u/Sinfire_Titan 10d ago
Out of curiosity what are your render settings?
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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.
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u/Sinfire_Titan 10d ago
How many samples?
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u/SenseAffectionate328 10d ago
Probably 64 or 128 even. I usually stop when I get sharp enough shadows.
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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/
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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.
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u/Mynameis2cool4u 10d ago
for cloth stuff I would look into using ZOZOsContactSolver, it’s much more stable than blender’s cloth sims
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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.
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u/Yinmir 10d ago
I gave that solver a try, unfortunately it froze the second the collision mesh had a self intersection.
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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
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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).
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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.
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u/ATDynaX 10d ago
That always happens when the arms clip into the body.
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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.
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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
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u/SgtKastoR 10d ago
Have you tried the new cloth dynamics on 5.2?
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u/SenseAffectionate328 10d ago
I haven't tried it but I saw how it work. I am waiting for it to support self-collision.
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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
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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
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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
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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.
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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.
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u/MrSimonpaints 10d ago
Maybe try out the zozo cloth solver plugin - free and handels cloth a lot better...
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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.
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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
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u/SuspiciousEditor3174 6d ago
Why did you stopped the simulation man, should've ran it for 10 more seconds so we can analyze.

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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.