TAngra multiphysics node base engine for Blender

This this is not Python, it is C++ code just called from python. it is a way in blended that will let me to bypass the fake user and without invalidating the context access the current context in memory.
So it is done in C++ and as there is no way to get in touch with blender except the python I need to call C++/Lib from python at the end.
At least one like, before critic :joy:

1 Like

No no, you misunderstood.

I know that you’re writing it in C++, custom build, etc.

My point was that if there was an extensive C++ API, you would be able to do more as a straight addon/plugin… and, the features you’re creating can not be just done with the existing python API.

It wasn’t a criticism of what you’re doing, and how you’re doing it. You’re doing the best that can be done, with the tools you have to work with. I’m just sorry you don’t have more API to work with, that’s all.

1 Like

so my mistake, i think you write it in different way.
If it was a way to directly develop C++ plugin for blender it would be way faster.
to be honest I still loos most of the performance sending and receiving data.
i hope they try to change it in the future.

1 Like

I need 100 persons for testing TAngra Asset manager. to stress check server and functionality. Please share you work in Memeber show case https://discord.com/invite/zZHSG5nYSM and Mention TAO and A.lbos to it so we can deciede. please, share your social media link also.



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Any assets can be download separately staticky single frame or dynamically animated. super small size in download size for each frame. but it will need space to create volume for you on your Storage.

The files will be TCZ → TAngra cache system, but it will convert and save as VDB on your PC.
Size example for Cloud Asset (first Cloud image) TCZ format is 1.8MB for each frame and it will convert as VDB format on your PC 39MB each frame.

It will be update with new assets for each category every single week.
New categories like debris and 2d simulation will be add soon.
user can upload their own assets and simulation to server for everyone too if they want.

4 Likes

TAngra Ai Cloth Designer for Blender, design and create 3d cloth with one click in TAngra Multi-Physics Engine.
New UI, new tools. it’s just a start.
5 minutes for entire 50 Cloths from design to sewing to 3d model and simulation.

10 Likes

Holy cow, you have been busy.

I have so many questions and I clearly really need to starting playing around with this, but it’s also so late that I need some sleep.

We may just be seeing a totally viable alternative to Marvelous Designer, all within Blender.

2 Likes

Adding support for Sewing and Seams in TAngra now any Ai design can be edited like a normal seeing patterns.
100% editable + Ai in Blender.
insanely fast. from design to final 3d simulation 6 to 19 seconds for each Cloth.


3 Likes

One question: after “modelled” the clothes, are they ready for simulation with your TAngra system?
Are you planning to show the complete workflow from the modelling to simulation to show this TAngra features?

They are ready for simulation in TAngra, SimplyCloth and Blender native cloth solver.
This is the complete workflow. all in one click it is made by Ai. i did not have any cut in this video.
Soon I will publish more video of new editing functionality and all the features so everyone will be able to edit patterns and simulation as they want too.

I mean that it could be more attractive to see your TAngra system used from the start (a nude character like you had shown in your videos) to the finish (like the tennis player you showed before).
Anyway, you’re the creator, so make as you prefer.

2 Likes

of course, i will create a complete video for one character with animation.

1 Like

Well, that answers one of the questions I was going to have.

One other was going to be about the mesh and topology. At one level I guess it doesn’t matter so much, especially for general background characters or for simulation which is then used to drive a more clean/detail mesh using surface deform for final rendering.

Having said that, at the same time if it did produce nice, clean, quad mesh topology at a specific density, then it could also be used as the base mesh to make a more detailed, UV unwrapped, final render mesh. So you could have things like bands, pockets, etc, while still using the original base mesh for simulation along with a surface deform.

Anyway, just a thought, as I think through possible workflows.

To address your questions, i need to add a bit of details on the process.
TAngra has an automatic UV generator and UV packager.
Also it will add the sweing line if you need it to replace with any type of texture of materials. i will add a few realistic patterns soon.
Take a look.

For the second part of your question about the topology, TAngra has a Quad Remesher that will preserve the details and UV set.
Here is the test.


The best things is it will keep the seams and UV islands.
Triangulate is way better for simulation and Quad is better for edit.

In general all renderers and physics simulators will work with Triangles if they want to be accurate, to be honest the concept of quad mesh doesn’t even exist at most one quad is made of two triangles. it is a very interesting story from two implementation in GPU architecture from about 30 years ago that stock with 3d softwares but in reality triangles are faster and better to simulate, shade, calculate, etc. if you need I can point you to very technical paper and also history of it.
I hope that helps.
By the way TAngra has both Quad and Triangulate mesh type.

3 Likes

OK, well that looks pretty darn good.

So that’s very nice.

Yeah, I figured that would be the case, tho I did try to test that with Blenders default cloth simulation and it didn’t seem to make any difference. But then that does have a number of issues, so likely doesn’t matter anyway.

nah, I’m good, happy to take your word for it.

2 Likes

Add the ability to choose a style for any part of the cloth. also, add support for hoodie.