Allow negative collision offset
#1
A large collision radius can help with interpenetration issues of low resolution meshes, but can result in a visible gap between the colliding objects/meshes for example cloth. While we can set a positive collision offset, we can't do the opposite, which would help to narrow that gap.
It can be done in "post" with a push modifier, but for further simulation steps, it would be more convenient if this could be done directly within the collision operator.
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#2
It needs to be done in post because there's no way to implicitly push meshes in any direction and guarantee no artifacts. So meshes need to be processed by the user on a case-by-base basis in order to avoid all kinds of weird collision issues.
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#3
Thanks a lot for your reply and the explanation.

I guess I could also start with a separate (hidden) collider with a negative push.
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