Wed, Jan 8, 7:43 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 07 11:07 am)



Subject: Bulletphysics unworkable


Dowjonsie ( ) posted Fri, 28 February 2020 at 10:49 PM · edited Wed, 08 January 2025 at 7:42 AM

Hello, I have been trying to get bulletphysics/softbodies in a poser scene for a while now. I thought the original problem was a model having 140k polies, until i loaded a scene with the model and NO bullet painting. Preview slows to a crawl with live simulations enabled, ticking what would be a frame every 10 seconds even without any weight painting on any model.

I have an i7 a d a 1060gtx so I am findi g it hard to believe my hardware is at issue, and not an internal parameter (i hope). I have seen tutorials with people using less powerful hardware. Any help woumd be extremely appreciated.


ghostship2 ( ) posted Fri, 28 February 2020 at 11:08 PM

That is a big assed model to begin with and I would expect any computer would slow to a crawl with it loaded. why not start out experimenting with smaller models and work your way up to higher poly count?

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 ( ) posted Fri, 28 February 2020 at 11:10 PM

V4 is only 66k polys and that is considered a dense mesh

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Dowjonsie ( ) posted Fri, 28 February 2020 at 11:53 PM

Preview is totally fone when not using live simulation. I should also add that i have tried bullet on v4 and same thing happened, its just slightly faster. But, its happening even when no ohysics paint are applied. I have no idea what my issie is. My laptop is fairly beefy. Are there parameters or preferances i can adjust? Maybe bp os attenoting to use integrated graphics instead of my gtx? How can i check things like that?

ghostship2 posted at 11:51PM Fri, 28 February 2020 - #4382090

That is a big assed model to begin with and I would expect any computer would slow to a crawl with it loaded. why not start out experimenting with smaller models and work your way up to higher poly count?


adp001 ( ) posted Sat, 29 February 2020 at 4:59 AM

Physics engines aren't made to deal with high-res meshes (not only in Poser). Use a low-res proxie to manage objects with high poly-count.

Background: Even without anything special defined the physics-engine has to compute real hard maths for every single vertex (4 per polygon).




an0malaus ( ) posted Sat, 29 February 2020 at 6:02 AM

Another question to ask will be (given some measure of doubt about multi-threaded bending improving performance) is the physics simulation code written to take advantage of multiple CPU cores/threads simultaneously? Do we have confirmation of that?



My ShareCG Stuff

Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.


EClark1894 ( ) posted Sat, 29 February 2020 at 10:05 AM

What exactly are you trying to do? I'm trying to learn how to use Bullet Physics more effectively, and I haven't had any slowing to speak of. The one issue I do currently have has nothing to do with the number of polys.




Dowjonsie ( ) posted Thu, 05 March 2020 at 5:35 PM

Trying to make softbody physics. Particularly, breast, butt and thigh jiggle.

EClark1894 posted at 5:35PM Thu, 05 March 2020 - #4382127

What exactly are you trying to do? I'm trying to learn how to use Bullet Physics more effectively, and I haven't had any slowing to speak of. The one issue I do currently have has nothing to do with the number of polys.


Dowjonsie ( ) posted Thu, 05 March 2020 at 5:36 PM

There is apparently a coding script to have bp utilize openGL for graphics computation. But i dont think poser makes use of this in any way.

an0malaus posted at 5:36PM Thu, 05 March 2020 - #4382111

Another question to ask will be (given some measure of doubt about multi-threaded bending improving performance) is the physics simulation code written to take advantage of multiple CPU cores/threads simultaneously? Do we have confirmation of that?


Dowjonsie ( ) posted Thu, 05 March 2020 at 5:41 PM

How do you mean? I am using Aiko 4 for v4. She apparently buffs the usual poly count to 133k. Just peeped that lmfao. Could i not just reduce her poly count to 40k ? What do you mean by a proxy?

adp001 posted at 5:39PM Thu, 05 March 2020 - #4382108

Physics engines aren't made to deal with high-res meshes (not only in Poser). Use a low-res proxie to manage objects with high poly-count.

Background: Even without anything special defined the physics-engine has to compute real hard maths for every single vertex (4 per polygon).


Dowjonsie ( ) posted Thu, 05 March 2020 at 6:00 PM

I tried simply reducing the models poly count to 40k and that barely did any justice. As a matter of fact, it made things harder to work with, destroying all my grouped morph hierarchies. I would love if you could either provide a tutorial or some instructions to your wwy going about this.

adp001 posted at 5:59PM Thu, 05 March 2020 - #4382108

Physics engines aren't made to deal with high-res meshes (not only in Poser). Use a low-res proxie to manage objects with high poly-count.

Background: Even without anything special defined the physics-engine has to compute real hard maths for every single vertex (4 per polygon).


adp001 ( ) posted Thu, 05 March 2020 at 7:47 PM

Start with not using all actors. Set only those actors to dynamic you need to "jiggle" (chest, thigh). Most polys are in head, fingers and feets. And set Sub-D to 0 while working on your figure.




EClark1894 ( ) posted Thu, 05 March 2020 at 7:54 PM

For the record, I have used V4 in Bullet and had no problems. I was just writing a new blog for my website on Bullet Physics in Poser. One of the chief changes I advocate for is a list of Poser Presets or at the very least tutorials that show you how to set up for a jiggly body or bodyparts.




EClark1894 ( ) posted Thu, 05 March 2020 at 8:11 PM

Here is a thread I found at the old SM forum that MAY help. It doesn't explicitly lay out step by step what you need to do, but I thought it might help you figure it out.

https://forum.smithmicro.com/topic/2101/all-of-the-best-features-of-poser-in-one-animation-nsfw




Dowjonsie ( ) posted Fri, 06 March 2020 at 4:03 AM

This is useful. Im learning grouping and control props now so i think some knowledge there will go far come time for incorporating physics.

EClark1894 posted at 4:02AM Fri, 06 March 2020 - #4382690

Here is a thread I found at the old SM forum that MAY help. It doesn't explicitly lay out step by step what you need to do, but I thought it might help you figure it out.

https://forum.smithmicro.com/topic/2101/all-of-the-best-features-of-poser-in-one-animation-nsfw


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.