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Carbon Collision Features and Terminology Clarified 1 year 5 months ago #235

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In Carbon you can have cloth, collider, rigids, morph, tets, feathers and fur all colliding and being solved in a single pass, so that means you can have action and reaction between ALL Carbon objects. So you can have a brooch attached to a garment and its pulling the fabric as it moves and the fabric is pushing it. This creates believable two way interaction between all objects, which becomes more and more a necessity as the screen resolution and hence quality expectation goes up.

As a single pass collision solve, Carbon's collision is also both very robust, including during multi-layer cloth collision and very fast. For larger scenes Carbon has been benchmarked at over 50x the performance of other solutions.

It seems there is also a lot of scope for confusion around collision terminology, even when terminology seems obvious - like "self collision" you would think that this meant a cloth colliding with itself, but in other products it seems to mean a cloth colliding with another cloth and/or itself !

So in Carbon -
Collision: means one Carbon object colliding with another and Collision is enabled by default. So all Carbon objects collide with each other unless you tell them explicitly not to.
Self Collision: means a cloth colliding with itself - nothing more nothing less. It can be turned on or off with a tick box.
Filters: Carbon objects always collide with each other unless you filter them. At an object level filtering is done pairwise.
Collision Face Group Selection: can be used at a polygon face level, to decide which polygons of a Carbon object (Cloth, Collider, Morph) collide, by default all faces collide. This affects collision with all objects, including self collision.

By combining these 4 collision features, and then the ability to cascade simulations, a lot of collision functionality is possible.

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