View Full Version : Reactor Rant
drunkirishmic 06-09-2003, 10:42 AM --start rant--
(1) why the hell is there a tolerance on objects. it creates some invisible barrier around objects. last time i check, reality did not perform this way. and if u try to eliminate that barrier, the objects fall through eachother, well i guess it makes sense, right?
(2) is the clot sim good for anything but flags and table cloths? honestly, try to cloth a complex character, chances are that u will have a bullet in your head before u ever think about hitting perform simulation.
thats all i hav for now
--end rant--
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Howdy !
I understand your rant about tolerance, but it is necessary i think, if Max was to calculate 0 tolerance i think Reactor would not be used much ! Take a look a RealFlow for instance, it also has collision tolerance in its calculations; i think it's up to you to do things so that tolerance be quite invisible (camera angles, scale of your scene and so on...), i also think you just can't do without it, so better try to take advantage of it somehow.
As for Cloth, Reactor manual states that the cloth system should not be used on very large meshes, which does not mean that the cloth system doesn't work well, just that it is limited. Maybe it'll be enhanced with Reactor 2, maybe not, anyway there are other solutions out there if Reactor cloth does not suit your needs (Simcloth is said to be pretty good).
just my 2 cents
mouj
Chris Thomas
06-09-2003, 03:04 PM
the tollerance is very necassary in a dynamic simulation
imagine a box colliding with a plane with 0 tollerance, this means that reactor would only detect the collision if the vertex in question hit the collision plane bang on a frame i.e. not very likely, result, very bad collision detection
second scenario, increase time slices (more that one detect per frame. this would improve things, though not so that you'd notice, most objects would still collide in-accurately
now, increase tollerance, now yer talking, this means that the object collides if it is within the tollerance range within a timeslice. so its basicly up to you to come to a balance between accuracy/speed and tollerance size....
And btw, this is common to pretty much all dynamic systems, just the nature of the beast.
Mr Fudge
06-09-2003, 06:24 PM
Um, just to clarify that. Where do you adjust the time slices????
Thanks...
- L
Chris Thomas
06-09-2003, 06:33 PM
for the entire system in....
Animation & Export = Substeps/Key
For unyeilding rigid bodies....
Advanced
Unyeilding Bodies = Updates/Frame
and yes reactor is not designed for full body cloth, for this used simcloth or stitch (I'f I had the money, I'd use stitch because its commercial, therefore you have a valid client relationship with the author i.e. you payed him cash, so he's kinda bound to fix bugs etc)
BrandonD
06-09-2003, 06:51 PM
Honestsly, Reactor Cloth is currently not up to speed as a character tool. For that I suggest Stitch.
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