CHOP// cooking error of highpoly geo

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Hi,

I have problems to calculate a Highpoly Geo with some lag(on P(tx,ty,tz)).
The chops setup is pretty simple, but Houdini seem not to be able to handle that much channels…or so?.

Any hints how to tackle this would be more than great!
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no one?
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I don't know how high poly is your mesh, I've delat with over 10K channels in CHOP and it was fine (after the initial load bump).
Do you need the whole thing to lag? Can you lag a low-res and use it to influence the hi-res?

Cheers
Toronto - ON
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Thanks for your support rafaels,

Well my geo has 100K and that seem to be an issue… Don't know maybe something inside the houdini preference cloud be optimised, cause there seems to be more than enough memory left.

Maybe the whloe approche is not ideal…
What a actually need is a solution to freeze the defomation of pieces(RBD Fractured object) as soon as the break apart. This sould ensure that they don't move on their own while lying on the ground…

The lag or the hold chop seemed to be a valid way to go. But it would be great get some better solutions!
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Oh, in that case try the RBD Autofreeze DOP, it's designed to do just that, stop RBDs that reach a threshold…

CHOPs is great, and it does handle a lot of data, but it has to load the whole timeline and construct the channel data before it can be used, know what I mean?.

Cheers
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Well I know that chops are expensive… And I tryed the Auto freeze dop, but didn't know how to adjust it the way it should work.
How can I adjust it that only those pieces are freezed that are falling?

The gravity activation is based on an active value dop with an point expression that use a Cd attribute from sops.

thanks!
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can you post a file?

cheers
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Enclosed is a test file.
The idea is to let them freeze one by one as soon as they fall.

Thanks!

Attachments:
FreezeMe.hipnc (220.2 KB)

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This whole time I thought you were talking about freezing the dynamics motion from you RBDs, but from your file I gather you want to stop the animation (deforming geo) on impact, is that right?
I'm sure we can come up with a procedural approach for that matter, but I need to play with it some other time, when I'm a bit more free here…

cheers
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you are right, its the deformation…

Thanks rafaels!, awaiting to hear from you.
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One idea maybe is to use a Switch SOP to switch to your “frozen” geometry on impact. Use a TimeBlend SOP to fetch the impact frame only.
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thanks edward,

I will try this!
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Hey, micky,

I got something working in DOPs, not exactly what I wanted but works. I wanted to freeze the guys in their deformed state, but that doesn't seem to be possible without recording impact time which is a bit tricky to me right now…

Check the attachment.

Cheers

Attachments:
freezeme_208.hipnc (259.7 KB)

Toronto - ON
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“As technology advances, the rendering time remains constant.”
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thanks! I will try that!
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