Resolution parameter in soft bodies

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FilippS
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Joined: Wed Jan 20, 2016 2:01 pm

Resolution parameter in soft bodies

Post by FilippS » Thu Jul 07, 2016 11:38 am

What exactly is the resolution that you can set in the soft body parameters? Increasing the resolution, will increase the details of the simulation, but what is the underlying parameter? For example, if resolution is set to 125, is the soft body divided into 125 cells? Thanks!

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tsn
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Joined: Fri Jun 11, 2010 7:22 am

Re: Resolution parameter in soft bodies

Post by tsn » Fri Jul 08, 2016 8:13 am

Good question ;) I'll try to find out the relation between resolution and polygon count.
Thomas Schlick | Next Limit Technologies

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LuisMiguel
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Joined: Fri Jun 04, 2010 2:37 pm

Re: Resolution parameter in soft bodies

Post by LuisMiguel » Fri Jul 08, 2016 9:50 am

Hi,

Resolution parameter is like a Free Form Deformation or Lattice object. Depending on the value for this parameter the softbody will be softer or harder. So, with high values the softbody will be softer, because keep in mind that the lattice for deforming the softbody, will have more "control points" to be deformed. Otherwise, with low values, the softbody will be harder and harder.

luisM. ;)

FilippS
Posts: 7
Joined: Wed Jan 20, 2016 2:01 pm

Re: Resolution parameter in soft bodies

Post by FilippS » Fri Jul 08, 2016 10:06 am

Thanks Luis and Thomas for your responses; we need to describe the resolution parameter in a scientific publication. Therefore, it would indeed be great to be able to report the exact relationship between resolution and polygon count (if possible). Best!

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tsn
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Joined: Fri Jun 11, 2010 7:22 am

Re: Resolution parameter in soft bodies

Post by tsn » Mon Jul 11, 2016 12:20 pm

Hi FilippS,

One of our developers gave me some insights:

Soft bodies use a voxelization method in order to bend polygons correctly. Imagine an object where the triangles are bigger than the voxels. Here it’s impossible to bend the polygons and you’ll hardly get any dynamics at all. And even if you get a result it’s most probably wrong.

So, there is a relationship between resolution and the size of the triangles, but not the number of triangles. The resolution parameter is the total number of voxels for an object, and this makes it difficult to estimate or calculate the edge length for a single voxel.

As long as your simulation behaves correctly you can ignore the warning for under-tesselated objects.

I know it’s not too much information, but maybe it helps anyway.
Thomas Schlick | Next Limit Technologies

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