Cloth Simulation- But With Nodes?

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)

If you are experienced in this field please reply or contact me directly! I would really appreciate some help at this point.

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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!

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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.

Does it handle edge (hair) collisions? Looking for a way to recreate this thing in blender with no luck…

Only point-point collision. I tried point-face and edge-edge collision but nothing has worked.

@thetony20
Correct, dynamic colliders don’t work at all. Major reason is that the sim nodes clock does not support sub-stepping

Internal Pressure

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Blend file
Geo-nodes Cloth+SoftBody.blend (2.0 MB)

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Comparison between XPBD loop and Simulation nodes

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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…

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I don’t know enough about this subject to comment meaningfully, but yeah, that’s what crossed my mind also: “Isn’t this what Python is for?”

Python is not fast enough, geonodes are faster.

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Nodes are fun

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Hello Xeofrios, just want to let you know that your cloth simulation has been discussed by the Nodes and Physics developers. Here’s what they said:


What do you think about it?

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That’s so cool, thanks for sharing!

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Say, if we use your cloth simulation instead of the default one, what features are missing?

No cloth for characters then. Sadly, that renders this very, very impressive piece of work useless for most application scenarios at that point.

Maybe this motivates Blender devs to implement simulation substepping quickly.

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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

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Dynamic colliders

Sorry what does that mean exactly? Colliders that move?