TAngra multiphysics node base engine for Blender

I understand your concern, i need to mention again it would be great if you look at examples on Discord too, I will post character animation as well, it’s already done. keep your eye on Discord or Blender Artist thread. you will see what you want sooner than you think.
In the end, it’s far better than existing Cloth or simulation tools.

So prove it? @thetony20 gave a very specific example of character elbows moving too fast and sleeves falling off completely, something I’m dealing with myself. Can you fix this? If you can, I’ll buy this when you release it. If you can’t, I don’t need it. Show us how it can fix our problems :slight_smile:

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I cant get in to my discord, could you post some stuff here?

attribute handling (how that works, ie how to read and write them in yr system?)

Also the other physics solvers…

Not really much of a Discord person, any newer videos on Youtube would be great tho, which can then be linked too here and other places.

As such I look forward to seeing some full character animation with cloth simulation.

Just to be clear, I’m not expecting a full Marvelous Designer replacement. I’m not talking about all the pattern making tools, etc, etc. I don’t really care too much about all that (sure it would be nice for making faster mesh objects for cloths, but there are plenty of tools and ways to do that anyway.)

My pure goal is that given any clothes mesh (which may or may not have some specific requirements for the physics system), that I can then actually do and get top quality simulation results that at 24fps looks like real clothes on a character. While ideally not taking hours and hours to bake, only to find out a setting is wrong or something.

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I think a possible test would be simulation of clothing on clothing, like several layers of a skirt and how it reacts to friction. I remember that some behind the scenes of COCO showed that

Yeah, Blender usually completely falls apart trying to do that. Only usual option is to just simulate one mesh layer and surface deform all layers from that at once.

Of course then you don’t get different movement of layers, etc, etc.

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Can you give me an example so I’ll be sure it is similar to what you looking for? for now, I’m trying to replicate a tennis serve that I think is fast and contains the movement with cloth and arms as you described.

As someone that did play tennis, given the full motion of a serve, from the starting mid position, to both arms down, then racket arm up, along with full elbow bend behind back, to full reach/extension to hit the ball (along with the ball hand/arm having already reached up to throw ball in the air).

Combine that then with the follow through on contact with the ball, plus the whole body half turn/twist and jump, with all of that done at speed.

Do all that with a partly loose long sleeve shirt (so it has to bend at the elbow, along with all the shoulder,etc movement) and end up with good looking cloth sim result that doesn’t take hours/days to compute and require manual fixing on every frame.

Any simulation that can pull all that off should be good for pretty much anything.

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Finally, the tennis serve cloth simulation using the TAngra GPU Cloth Solver.
I also, add force support to the TAngra GPU Cloth solver.

here is a test:

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OK, now that’s not half bad, at least based on watching the video a few times.

Really need a much closer look/test, but all in all, very promising.

I did however notice at least one error, the neckline stretches and flies out way too much. Tho chances are a little bit cloth pinning would fix that.

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Common dude, you should give me more credit for that.

Making of Tennis Serve using Tangra GPU Cloth Solver, Full tutorial on youtube :


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To be fair, I only had that small video clip, with a figure spinning around to try and look for any clipping or bad movement or jittering, etc.
I mean I have to look at my own cloth simulation tests in Blender a mass of times, full screen, from every angle to try an spot everything.
And even then, it’s only after I do a full cycles test render that I then spot something I missed.

Besides, when it come to cloth and hair addons for Blender, all the initial previews look promising and it’s only then, once I dive a bit deeper, that all the issues and disappointment sets in. So I try not to get too excited at first.

Having now seen that, it’s looking really good and from what I can tell that video is in real-time, which means even tho the cloth mesh was a super dense mess of polygons, it was doing the simulation really fast (what GPU was it using). If one tried to do the same in current Blender you’d grow old before it would be done.

Guess I really need to sort out Discord (not something I usually use) and test it out. I even have a new character and posted some cloth sim tests (which highlights a number of current Blender issues) that I could compare it too.

The GPU i used for the simulation is 3070 8GB. The solver is at least 20 times faster in the standalone version but when we talk about sending and receiving data between Blender and any other tools you need to remember Python will allow you to do that with only one single thread and with only a single Core of your cpu, there is no other way to interact with blender UI or Update viewport.

Even so, that still looked pretty fast (given the amount of polygons) it was processing for a previous gen, mid range GPU.

One question has already come to mind, is the character in the demo at real-world scale? As in are they around 2 meters tall and everything was solved at that scale?

i believe it is about 1.5 meters it’s correct size. i’m trying to render a complete demo out of it i just need to change a few part of animations and you are going to see the final simulation soon.

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Well that’s pretty impressive, given how much Blender currently has issues with precision and accuracy when trying to simulate cloth/hair.

Really looking forward to it.

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Adding internal force to MPM and Granular solver. it can be activate or deactivate in any time and you can change the strength of force to achieve desire effect.
Setup time 19 seconds.
Simulation time 2.292 (less than 3) seconds for 500 frames.

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Ice cream melting + new cache. just 0.20 second for loading 500 frame cache. about 44 fps playback.

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I’ll just link people to that bit in the future, when someone says “Why would Blender need a C++ API?! You already have python!”

(yes, I know python can multi-thread. In blender, not really a thing.)