Great work and very helpful for me!
thank you!
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Technical Discussion » RealFlow-Houdini 12 SOPs Update
- oh_qxs
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Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermaxyour algorithm? Cool, is it a top secret? or maybe………
If you use decompositon from bullet example files, be carefull. Its APPROXIMATE Convex Decomposition, so finall body(object) can be compress(deform) and If you have two or more pieces which are close, solver explode this objects. I am preparing new sop node for decomp, but I use my algorithm(I used this alg. some time, but in last few days, I worked on it, and its better), which create convex bodies, which is not deform!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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opppps,the problem has been solved temporarily, It is because the point's number in geometry, so I export the geometry first as obj file, then read from file and do convex decomposition then, It is ok, I will find the true reason :twisted:
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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I have to say, I‘m going crazy about the convex decomposition, It's too unstable when I use it to approximate a piece of broken wood, sometime the result is fine, but occasionally, the decomposition shape counts go to zero and houdini cracks, the crack code is this line: “ cb.process(desc) ” which I copied from convexDecompositionDemo, I dont know ,am I do something wrong? :cry:
here is the cracked piece of wood.
here is the cracked piece of wood.
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermax
oh_qxs: I can not load your page, Its loading over minute, but its still empty :?
Sorry buddy, because some network reason I can not upload my video to eithor youtube or vimeo, I tried kinds of ways, maybe I should think about buying VPN service, :evil:
To wxaj0928: finally I connected to the youtube and your test looks great, do you want try some building test like shots in “2012”, I am doing this at the moment and its a hard work really
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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This is my bullet SOP solver test video, a easy use color control solver, and here is the simple test ,final test is going on…
http://v.youku.com/v_show/id_XMjYzNDAyNTky.html [v.youku.com]
http://v.youku.com/v_show/id_XMjYzNDAyNTky.html [v.youku.com]
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermaxgot it and understand completely!Many thanks man!
hope that you understand, its basic mathematic, which you need to know, If you want to program CG :?
cybermaxOK,I know,it's absolutely helpful!!! BIG HUG AND LOVE YOU!
edit: ouuu, I am not home, so I cannot see the code, but I think, my code has some toleration so its not “less that zero”, but “less that toler” :wink:
and maybe I have normals, which direct to the object, so its revers “more that -toler” :!:
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermax“profiler”,you mean ??for example….
Try to use some “profiler”, which can allow you find your slow code. This limits dont sound like a “slow speed”, so I think that problem is somewhere else :?
cybermaxoh man,happy to hear that and I AM getting ready to be shocked down!!!
Anyway, I work on new solver, which is design for solving fast fluid in sort time, so You keep fingers crossed, I think It will be really fast.
BTW, can you explain to me how to automatically test concave polygon? I can not understand the testConvex function in your bullet solver actually ops:
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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Finally,I finish my work!!!
For the easy use,my bullet solver is a simple color system,
red is active,blue is static,cracks with same green color are a big block,I use my compoundGroup to constrain the cracks,setting up constraint at contact point,It looks fine,
and in the simulation artist only need to control the color of groups they need to get move or stop,I like this style and is really easy to use, maybe I can make some demo someday!
but speed is not good enough,because I use piles of constraints just for effect and easy use ,speed or not,it is a question!
For the easy use,my bullet solver is a simple color system,
red is active,blue is static,cracks with same green color are a big block,I use my compoundGroup to constrain the cracks,setting up constraint at contact point,It looks fine,
and in the simulation artist only need to control the color of groups they need to get move or stop,I like this style and is really easy to use, maybe I can make some demo someday!
but speed is not good enough,because I use piles of constraints just for effect and easy use ,speed or not,it is a question!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermaxNo problem! It's my pleasure! Looking forward to your good news and step back to finish my bullet SOP solver quickly!
BUT When I end this client/server version I can send you server.exe and source codes for plugins and you can try to rewrite code for maya. So What do you think?
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermaxemm,yes it's not hard work actually,maya's API is as simple as his own script language named mel,so just as you mentioned the “client/server”, first do simulation in plugin,get the data,update display in maya,just as we do in houdini plugin,but it is more simpler,Do you want try?Because I have no time at the moment and have no idea of sim fluid using GPU , ops: ,but maya can give you more feeling of speed than houdini platform I think ,so ,what do u think? :wink:
SoI think is very simple rewrite this code and create maya plugins and make some waves in maya. I dont know maya SDK(I used maya before I jump to Houdini, but I didnt create plugins), but I think that its not too hard.
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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cybermaxthx man,just as you say, I CAN DO IT!!!
This is exactly whan I want. Inspire other to use HDK. Houdini is great tool, but If user working with HDK, Its a industry BOMB!!!So Glue effect its not simple, but you can do it!
Although I am a maya user and starting learning houdini several months ago, but sure you are right, houdini is really a great tool expecially in VFX I think, it can give you powerful control and great freedom, yes I love this cool guy! hoho!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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WOW! Amazing works! :shock: ,I like it!
At the moment I'm trying writing my own bullet SOP solver, and it's a hard work really, especially when I use btCompoundShape to get auto glue effect, I'm stuck in it, :x , and keep moving on very very very slowly :cry:
At the moment I'm trying writing my own bullet SOP solver, and it's a hard work really, especially when I use btCompoundShape to get auto glue effect, I'm stuck in it, :x , and keep moving on very very very slowly :cry:
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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I think that its only one way how to “cheat” less memory in GPU .
hoho, “cheat”, May you succeed!
Have you ever tested about the multi_thread staff of bullet, does that feature work better or not in bullet comparing to GPU parallelism, Mmm…..curious :roll:
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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Auto glue?? what is it? Is it your code or its this: http://code.google.com/p/bullet/issues/detail?id=90 [code.google.com]right,something like the example,just because I want to use bullet solver in DOP and hope can completely replace the rbdsolver,but I met some problem,
Did you implement your btCompoundShape function in your bullet SOP according to the google example?or you write the whole thing yourself?:?
so I am just implementing cloud computing, which solved this problem, or I hope so :? If it works, It will be great because you will be to able simulating very big waves on home hardwarecloud computing? you shocked me really! magic man!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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Wow, excellent test , cybermax ,I love it .
At first I was trying auto glue with btCompoundShape ,but havent made a step forward :cry: ,maybe I should try again, thanks for your message ,let's get it started!
Work with classics bullet constraints its simple, as you have writen, but I talk about btCompoundShape, which has more speed and its completely stable.I tested my bullet DOP solver with 8000 boxes, houdini crashed!
At first I was trying auto glue with btCompoundShape ,but havent made a step forward :cry: ,maybe I should try again, thanks for your message ,let's get it started!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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I am just testing new scene with very large building, so I find many bugs and because scene includes many thousands constraints I needed more speed on first frame, so I completely rewrite data management in solver library and result is reallly good!Could you say some more details please if it isnt something top secret? :wink:
I use constraints to get auto glue in my bullet DOP solver, and I bulild constraints between contact points at first frame with btPersistantManifold used,the result looks fine at the moment,but I havent test more than thousands of objects like you,so I am confused about the “data management” you just mentioned,Mmm,for me is just a btAlignedObjectArray<btTypedConstraint *>,maybe you have some more safe and efficient ways?right?
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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Its using only btSphereShape, btBoxShape, btConvexHullShape.Oh I know ,you talked about that many days ago, but I am really new to bullet at the moment, maybe someday I can talk about bullet in detail with you.
For concave I break object to many convex piece and using btCompoundShape with btConvexHullShape.
thanks for the reply, I love you work!!
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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send some hip file( its better than crashlog) with your problem, and I explore itI will if I cant solve the problem myself, thanks!
ps: I dont use btGImpactMeshShape and I dont use btConvexTriangleMeshShape:shock: you don't?? so curious!! I use btGImpactMeshShape to handle with the concave object, sorry for my newbie question , Maybe I should study in the bullet again!!
Edited by - Dec. 29, 2010 07:55:57
Technical Discussion » Bullet physics implementation and other stuff
- oh_qxs
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really great work cybermax!!!Congratulations and thanks.
I noticed that the the cracked objects have big gaps(sorry for my exaggeration) between each other, you scaled them or something secret had happened??I don't know, ,but I think there must have some reasons because in my dop bullet solver,if the cracked objects have no gaps between each other ,they will explode out,I found the reason is the btGImpactMeshShape,if i build bullet body using btConvexTriangleMeshShape,everything is ok,but I haven't found why,do you have same problem?? and anybody else know how this happens??
at same time there are bad news ,my houdini crashed several times when i use your bullet SOP , i know the whole thing is hard work , and i will keep on testing and submit the crashlog sorted to you, hope this can help.
finally thx again and besh wishes for you, great work man!!!
I noticed that the the cracked objects have big gaps(sorry for my exaggeration) between each other, you scaled them or something secret had happened??I don't know, ,but I think there must have some reasons because in my dop bullet solver,if the cracked objects have no gaps between each other ,they will explode out,I found the reason is the btGImpactMeshShape,if i build bullet body using btConvexTriangleMeshShape,everything is ok,but I haven't found why,do you have same problem?? and anybody else know how this happens??
at same time there are bad news ,my houdini crashed several times when i use your bullet SOP , i know the whole thing is hard work , and i will keep on testing and submit the crashlog sorted to you, hope this can help.
finally thx again and besh wishes for you, great work man!!!
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