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RBD Car

  • New RBD Car Fracture SOP allows you to fracture an RBD Car Rig. It provides options to fracture various materials, and creates all the constraints needed for sheet metal deformations, glass fracturing, and wood shards while allowing for some level of customization.

  • New RBD Car Transform SOP allows you to transform an RBD fractured car using a simple (unfractured) car rig or its simulation points. It can optionally realign the wheels and adjust the steering cone twist constraints in order to avoid double transforms and wheels spinning incorrectly during subsequent simulations.

  • New controls on the RBD Car Follow Path SOP to compute the distance each wheel has traveled on the terrain after collision and suspension adjustments have been performed. This allows the wheels to rotate at the correct speed to match how it’s moving along the ground, and prevents the wheels from appearing as though they are slipping or spinning at the wrong speed.

Bullet Solver

The Bullet solver’s information about initially overlapping objects is no longer lost when solver resets. For example, when resimulating an earlier frame after making a parameter change. This new implementation results in the following performance and memory usage improvements:

  • Reduced memory usage by about 20-30% (for data related to initially overlapping objects).

  • About 20% faster on the initial frame to compute all the initially overlapping objects.

  • Later frames with no objects being added/removed have no additional overhead due to better data ID tracking. Previously this could add up to 100ms for very large sims.

  • Updating separated pairs at the end of the timestep is about 3.5× faster

  • New DOP relationship type (Initial Overlap Relationship), which is used by the Bullet Solver to store its information about initially overlapping objects within the DOP objects being solved. This is represented as geometry with a point for each pair of overlapping objects.

  • There is a corresponding Initial Overlap Relationship parameter on the Bullet Solver where you can specify the name of the Initial Overlap Relationship, which the solver uses to store information about initially overlapping objects in the simulation. This is used to adjust the penetration depth of contact points to prevent initially overlapping objects from being pushed apart. This relationship will be created by the solver, if it does not exist.

What’s new in Houdini 21