Marrow - GPU Tetrahedral Soft Body for Blender
Soft bodies with an inside
Blender's soft body modifier is a spring lattice stretched over your surface. It has no volume, so a squashed sphere stays squashed and a pressed arm goes flat instead of bulging. Marrow fills the mesh with a tetrahedral cage and solves real material through it on the GPU - so the flesh displaces, bulges and comes back, and a live frame still costs 1 to 2 ms.
"Compute shaders"means a GPU feature (part of OpenGL 4.3+) that lets the graphics card run general-purpose calculations, not just draw pixels. That's what the solver runs on.
Roughly, that means:
- NVIDIA: GeForce 900 series or newer
- AMD: GCN 4th-gen / RDNA1 or newer
- Intel: Kaby Lake integrated graphics or newer, or Arc
- Apple Silicon Macs (M1 and up) via Metal
Anything older than that (or old integrated graphics from before ~2016) is the only case where you might run into trouble.
Full Documentation
https://alanmsyarif.github.io/marrow-docs/