Skip to content

Softbody Volume Constraint - Recommended techniques for generation #147

Discussion options

You must be logged in to vote

It kind of feels like cheating using physX as a tool for Jolt things, but the WASM physX library has features to pre-process models into (vertex, index, faces, tetras) -
https://github.com/fabmax/physx-js-webidl

https://github.com/NVIDIA-Omniverse/PhysX/tree/main/physx/source/physxextensions/src/tet
https://nvidia-omniverse.github.io/PhysX/physx/5.2.1/_build/physx/latest/class_px_tet_maker.html

By itself, their algorithm runs quite quick, although for quality it likely prefers running another pre-process on it (remesh & simplify) to get more uniform tetras. If you do remesh/simplify, UV-mapping difficulty spikes quite a bit, and you probably will want to skin your high-res model to the lo…

Replies: 4 comments 11 replies

Comment options

You must be logged in to vote
8 replies
@jrouwe
Comment options

@PhoenixIllusion
Comment options

@LeXXik
Comment options

@jrouwe
Comment options

@PhoenixIllusion
Comment options

Comment options

You must be logged in to vote
1 reply
@PhoenixIllusion
Comment options

Answer selected by jrouwe
Comment options

You must be logged in to vote
0 replies
Comment options

You must be logged in to vote
2 replies
@PhoenixIllusion
Comment options

@jrouwe
Comment options

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
3 participants