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    Funky rigid bodies

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    • R
      reading-card last edited by

      Physics in C4D act very inconsistent when simulating with a linear array of clones (bouncing in random speeds and heights).

      Scene attached:
      maxon physics errors 03.c4d

      PS: I also got in touch with the maxon support but as they usually file a bug that takes years to fix, I am wondering if someone has a quick hint.

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      • R
        reading-card last edited by

        ...when increasing the substeps, the simulation becomes more accurate for the first 2 seconds. But the viewport playback performance drops significantly.
        scene:
        maxon physics errors 03 (substeps 100).c4d

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        • R
          reading-card last edited by

          ...increasing the angular damping also helps a bit in combination with 100 substeps (maybe trajectory force shifts to rotational force). But after a few more seconds, the simulation gets random again, even without rotation.

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          • Dr. Sassi
            Dr. Sassi last edited by

            Please allow a little delay in answering, I was integrated in a deadline project.

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • Dr. Sassi
              Dr. Sassi last edited by Dr. Sassi

              Thank you for the files, reading-card.

              I see your setup, and the initial set up idea is sound. No question. Well, a few points, the Scale parameter was not set, and so the spheres were very small in contrast. Bounce values over 1.0 are physically not possible. But I assume that is done only to magnify the problem, I can understand that. I'm not interested in arguing here:

              In short - and from my private perspective - that is the difference between physical correct, and physical plausible.

              To take another example, Global Illumination takes a few bounces to get the light close to what real light does. Real light might bounce trillion times around, and is not on its final end, going by values in light-years, etc. Hence why I hesitate to call it photorealistic, or even physical correct, from a science or engineering point of view. However, from an artist point of view, the idea about simulation is to find the best balance between the amount of calculation and visual effect. I consider this application a Visual Artist app first, and with that, the optimization moved toward it.

              As I mentioned, I'm not arguing here, just sharing a viewpoint, nor do I have any interest in taking any position here; this is my private take on it.

              If that is not along how you think it should be, the only way is either to suggest to Maxon ("Share Your Idea") here:

              https://www.maxon.net/en/support-center

              Or with the same URL, submit a ticket that things are not OK from your perspective and that you need to have it differently.

              Since the needed calculation would require, again from my point of view, a massive cloud computing, and I assume only a few people have the patience to do it with off-the-shelf computers.

              Again, I can see your point and the clarity in your setup, but explore this file to see how much things change when the parameters are more aligned. Is it 100% physical perfect? No, and it will not be, based on how one defines the terms plausible or perfect. Anyway, if that is a problem, then that night needed a change of code, not just a few parameter changes. I can’t change that.

              Example:
              CV4_2026_drs_26_SIsq_01.c4d

              My best wishes

              Dr. Sassi Sassmannshausen Ph.D.
              Senior Trainer, Maxon Master Trainer, L&D - Strategist
              Cinema 4D mentor since 2004, Member of VES, DCS.

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