Dynamic TriangleMesh with SDF falls into kinematic TriangleMesh #152
Replies: 7 comments 7 replies
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Hi @AgentCodeBanks - are you cooking the tri-mesh with GPU support? Since SDF collision is GPU only the other colliders need GPU support. |
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Hello, it is difficult to say why it does not work. Maybe it is worth to check a couple of things
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The txt snippets you shared look fine. Since your mesh is a bit complex, a higher resolution might be a worth a try. Also the rest offset of the objects with colliders could be set to 0. I don't know if the objects that jitters gets stuck in the gap because it might be thicker than the gap. Increasing the number of position iterations could also be tried. To help better with debugging, would it be possible to share the meshes? Ideally a working snippet for the PhysX SDK that I could try out (there is already an SDF sample snippet shipped with the SDK). Alternatively you could also download omniverse (https://www.nvidia.com/en-us/omniverse/download/) which uses PhysX and model your scene there. The scene could be saved as a flattened usd file that can be shared here for debugging. |
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I have recreated my case using the Omniverse Create. |
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Unfortunately the usd references a file called file:/C:/Users/scm/Documents/SDFMesh_144525/sdfmesh/v_neu_20230614_pr90221_000_000_advance_eurostars_654_ffg_42803920__892356.usd which is not in the zip. Could you save the file using "Save Flattened as"? Then all external file references should be converted to references inside a single file. |
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I have saved the project as flattered. |
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I have adjusted the values in my program and the behaviour is much better. Curiously, the object is pressed to the right in my case. Would an increase of the model size improve the situation? |
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Hello,
For a project I need to simulate non-convex 3D objects. I use TriangleMeshes with SDF (Signed Distance Field) to represent the object as accurately as possible. But now I have the problem that the SDF TriangleMesh object does not interact correctly with the TriangleMeshes without SDF. The SDF TriangleMeshes either fall into the other meshes or completely fall through.
See image:
In Cooking, I have the following settings:
Spacing: 0.0001
SubGridSize: 32
NarrowBandThicknessRelativeToSDFBoundsDiagonal: 0.001
NumThreadForSdfConstruction: 16
Unfortunately, I have only a rough idea how the SDF works. I am therefore not sure whether the values are plausible.
Does anyone have experience how to set the parameters so that the meshes do not fall into each other?
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