Isaac Sim 5.1 (Ubuntu) Thin sheet Deformable (beta/deprecated) behaves like rigid (little/no visible deformation)

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Isaac Sim Version

  • 5.1.0 (standalone)

Operating System

  • Ubuntu 22.04

GPU Information

  • Model: NVIDIA L40S

  • Driver Version: 580.95.05


Topic Description

PhysX Deformable on a thin sheet mesh behaves almost like rigid (little/no visible deformation) in Isaac Sim 5.1 on Ubuntu.


Detailed Description

I am trying to simulate deformation of a thin sheet metal part in Isaac Sim 5.1 (Ubuntu) using PhysX Deformable. The target object is a thin sheet (open surface / very small thickness). I create a ground plane and drop a rigid cube/sphere onto the sheet to observe bending/denting.

However, the sheet behaves almost like a rigid body and shows little to no visible deformation. I tested both Deformable workflows:

  • (beta) Surface Deformable Body + Surface Deformable Material

  • (deprecated) Deformable Body (deprecated) + Deformable Body Material (deprecated)

Both produce similar “rigid-like” behavior. I would like to know whether this is a known limitation/bug in Isaac Sim 5.1 or if my mesh/setup is incorrect.

Asset pipeline:

  1. Siemens NX: load STEP (TOP_ASSY_ALLCATPART), isolate the work part only

  2. Export OBJ from NX

  3. Convert OBJ → USD using HOOPS Converter in Isaac Sim

  4. Load the USD in a new stage

Important note: to apply Deformable schema, I had to disable instancing on the imported prim:

pythonCopyimport omni.usd
stage = omni.usd.get_context().get_stage()
p = "/World/..."
prim = stage.GetPrimAtPath(p)
prim.SetInstanceable(False)


Steps to Reproduce

  1. Start a new stage in Isaac Sim 5.1

  2. Convert OBJ → USD via HOOPS Converter and load it into the stage

    • Target mesh path: /World/.../Mesh
  3. Create a ground plane (Create → Physics → Ground Plane)

  4. Apply Deformable to the sheet:

    • Option A: Surface Deformable Body (beta) + Surface Deformable Material (beta)

    • Option B: Deformable Body (deprecated) + Deformable Body Material (deprecated)

  5. Create a rigid cube/sphere:

    • Rigid Body + Collider (Box/Sphere)
  6. Press Play

Error Messages

  • No critical errors, but behavior is unexpected (rigid-like / no deformation).

  • Previously saw instancing/proxy related errors when applying schema, resolved by SetInstanceable(False).


Screenshots or Videos

  • (Attach screenshots of the applied Deformable schemas/material settings and the rigid body drop test)

  • (Optional) short video showing “no deformation”


Additional Information

What I’ve Tried

  • Tested both beta and deprecated Deformable workflows

  • Lowered Young’s modulus and increased rigid body mass / drop height

  • Increased substeps to reduce tunneling

  • Confirmed the rigid body has Collider + Rigid Body

Additional Context

Questions:

  1. For thin sheet metal assets, is Surface Deformable Body (beta) the correct approach, or is PhysX Deformable mainly intended for volume/tetrahedral meshes?

  2. Is there any known issue in Isaac Sim 5.1 where deformables behave rigid or material parameters have little effect?

  3. Are there recommended settings (substeps/iterations, material ranges, simulation mesh generation) for visible bending/denting?

  4. If the mesh is the issue, what are the required mesh conditions (scale, triangulation, manifold/closed surface requirements, thickness, etc.)?

I can provide a minimal USD reproduction stage if needed.

Hi, Your thin sheet metal is behaving like a rigid body might be caused by:

  1. Wrong material properties - Default Young’s modulus/stiffness values are too high for visible deformation
  2. Insufficient mesh resolution - Thin sheets need adequate tessellation for FEM simulation
  3. Missing surface deformable material - Thin sheets need SurfaceDeformableMaterial, not VolumeDeformableMaterial

Here’s an example settings for metal sheet bending/denting:

_Material_ properties (adjust these for more/less deformation)
youngs_moduli = 1e5      # Lower = softer (try 1e4 to 1e7)
bending_stiffness = 0.05  # Lower = easier to bend (0.01 to 1.0)
vertex_damping = 0.005    # Lower = more oscillation

_Solver settings_
solver_iterations = 20    # Higher = more accurate but slower

Hi, thanks for the suggestions.

I rebuilt the asset and re-tested with the beta Surface Deformable Body + Surface Deformable Material workflow. However, I’m now seeing a different issue:

  • When I apply Surface Deformable Body (beta), the sheet does not fall under gravity (it stays in place).

  • Also, it seems to have no collision/contact with other rigid bodies: a rigid cube/sphere dropped onto it passes through as if there is no collider/contact generation.

I’m wondering if this is caused by the fact that the model is thin , or if there are additional requirements for collisions with surface deformables in Isaac Sim 5.1.

Could you clarify:

  1. Does Surface Deformable Body (beta) require the mesh to be closed/manifold or have a minimum thickness?

  2. Are collisions between rigid bodies and surface deformables supported in 5.1, and if so, what collider/contact settings are required?

  3. Is there a recommended way to model/import thin sheet metal so that it both deforms and collides properly (e.g., add thickness, remesh/tessellate, convert to volume/tetra, etc.)?

If needed, I can share a minimal USD stage that reproduces this behavior.

Hi, your issues stem from fundamental limitations of PhysX Surface Deformables (beta) in Isaac Sim:

No Gravity Response:

  • Surface Deformable Bodies are kinematic by default - they don’t respond to gravity or external forces unless explicitly driven
  • They’re designed for *boundary surfaces• (like cloth attached to rigid frames), not free-falling objects
  • The PhysX deformable solver treats surface meshes as constraint surfaces rather than dynamic objects

No Collision with Rigid Bodies:

  • Surface deformables have limited collision support - they primarily collide with themselves (self-collision) and other deformables
  • Rigid body → Surface deformable collision is NOT fully supported in the current PhysX implementation
  • Collision requires volume - thin surfaces lack the 3D geometry needed for PhysX contact generation

Manifold/Thickness Requirements

Yes, surface deformables have strict requirements:

  • Mesh must be watertight/manifold (no holes, open edges, or non-manifold vertices)
  • For collision to work, you need volume-based deformables (tetrahedral meshes), not surface meshes
  • Thin sheets with “zero thickness” cannot generate collision contacts - PhysX requires volumetric representation

Rigid-Deformable Collision Support

Current Status in Isaac Sim:

  • :white_check_mark: Volume Deformable :left_right_arrow: Rigid Body: Supported (requires tetrahedral mesh)
  • :x: Surface Deformable :left_right_arrow: Rigid Body: Not fully supported/unreliable
  • :white_check_mark: Surface Deformable :left_right_arrow: Surface Deformable: Supported (self-collision)

What’s Required for Collisions:

  • Must use Volume Deformable Body (not Surface)
  • Mesh must be tetrahedral (volume elements), not just surface triangles
  • Apply PhysxDeformableBodyAPI + collision settings

Hi — thanks for the explanation. I want to confirm my understanding and ask a few specific questions about intended use and limits.

Summary of what I think you meant:

  • Surface Deformable is primarily designed as a boundary-surface solver (e.g., cloth or a thin membrane attached to a rigid frame), not as a free-falling volumetric deformable object.

  • It is mainly intended to simulate deformation of the surface itself (often with anchors/attachments), rather than full dynamic rigid ⇄ deformable contact/force transmission for thin zero-thickness meshes.

Questions (please clarify):

  1. Intended use: Is Surface Deformable explicitly intended for “surface attached to a rigid frame” (e.g., cloth/membrane fixed to a support) and not for free thin parts that must fall and be hit by rigid bodies to produce bending/denting?

  2. Rigid ↔ Surface collisions: If a thin surface region is attached to a rigid body (the rigid frame), can a separate rigid object collide with that surface and cause visible deformation via contact forces in the current implementation? If supported, are there known limits (e.g., limited force transfer, impulse-only, unreliable behavior)?

  3. Attachment pattern: Recommended pattern to model “thin deformable region attached to a rigid part” — should we parent the surface to the rigid prim, use anchors/constraints, or use a joint? Any example snippet or recommended API to attach/anchor?

  4. Recommended workflow: For “a thin region attached to a stiff structure that locally bends/dents when impacted by a rigid body”, do you recommend (A) Surface Deformable attached to a rigid frame, or (B) convert the thin region to a volume tetrahedral mesh and use Volume Deformable for correct force transmission? Which is more reliable today?

  5. Examples / references: Are there sample scenes, USD examples, or documentation that demonstrate rigid object colliding with a Surface Deformable attached to a rigid frame, or recommended anchoring/attachment patterns?

I can share a small USD repro. Please let me know what minimal files/details are most helpful (USD, mesh stats, applied schema settings, logs).

Thank you.

Hi, you can find more info on Surface Deformable in Omni Physics doc. If you still have questions, I suggest you to ask in the Omniverse platform forum to get better answers there.