Cloth + Soft-body simulation based on XPBD. Lots of approximations and custom solutions to work around limitations of Geometry nodes (largely related to data handling). I have also tried to avoid loops for performance reasons, so all summations are handled through domain transfer hacks(?). The biggest limitation right now is collision detection & handling (both self and object)
This looks incredible! I was under the impression that more advanced geometry nodes simulations were still a decent way away from being possible, but this seems to prove that wrong. Amazing work!
Well that’s pretty impressive as a tech demo, especially given the current lack of actual proper cloth/hair simulation in Blender geometry nodes.
So good for a flag or curtain, etc and in real-time, which is a big plus, but no doubt would start to fall apart for full character cloth simulation, at least until the devs add some more code/tools.
So for the more simple minded (like me), basic upshot would be instead of that massive complex node tree, what we really need (at least for a very good starting point) would be that algorithm as a node…
Hey amazing work!
I was trying to implement a very similar simulation system, based on Matthias Müller’s work. He has a very useful youtube channel named “Ten Minutes Physics”, where he explains XPBD concepts.
Thank you very much for sharing your project! I am stuck only at a rope simulation for now, it will be very useful to see your approach.
I hope in the future we will have more “specialized” nodes for physics because Blender is very limited in this field