Grain Stepping Artifacts

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Currently I have grain being continually emitted from a piece of animated Alembic geometry (a rectangle moving slowly along Z).

No matter what I do, I keep getting a significant amount of stepping artifacts as the grain falls to the ground - see screenshot for example. I've cranked up the constraint iterations (280) and minimum substeps (90) - but even still, stepping prevails.

Any idea as to what might be causing this?

Thanks!
Luke

Attachments:
2016-02-03 16_07_44-F__Mobile Sand_Project Files_Houdini_MobileSand_02.hiplc - Houdini Indie Limited.jpg (48.3 KB)

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Jitter the birth time, and/or interpolate the source, and you should get away from needing extra sub steps.

There are settings for those under the POP Source Birth tab.
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Hmm. Doesn't seem to be making much of a change - as it seems to be occurring a few frames after emission rather than before.

And as I type, I realize that this is most likely occurring because my collision geometry is an alembic file, without in-between meshes - and as the mesh moves in it's frame increments, Houdini isn't creating the in-between meshes to collide with - thus creating the steps.

Instead, I should import the collision mesh as a single frame file, then import the transform data separately & apply it to the stationary mesh - which would then allow Houdini to have data for the time between frames.
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Convert Alembic primitives to psoup/poly surfaces then append a Time Blend SOP to get linear in-between deformation of your geometry colliders?
There's at least one school like the old school!
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After trying out that idea (a very promising one) it seems the problem is more complicated - as the stepping begins after the grain passes through a very large hole in an obstacle.

It appears to be leaning more in the durection of a bug rather than user error (though I would love to be proved wrong!).

I've attached the scene file & the animated geometry meshes for further investigation.

(As a side note - why does the grain get pushed far out to the side instead of falling directly down? There shouldn't be any initial velocity.)

Attachments:
GrainStepping.zip (462.7 KB)
2016-02-04 15_15_43-F__Mobile Sand_Project Files_Houdini_GrainStepping_Debug.hiplc - Houdini Indie L.jpg (79.3 KB)

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Figured it out! My collision box was being created with a VDB subtract setup (large container box removing smaller container to create a cavity).

It turns out that the edge of my smaller box was touching that of the larger - and while the subtract process looked complete, with a clean hole created - there was just the slightest amount of overlap which was causing collision issues.

After enlarging the smaller box, I got a much cleaner cut, and things looked a lot better.
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It seems there was more than one cause - as I'm still experiencing a stepping type issue due to poor interpolation of my collision geometry, as seen in the attached screenshot & scene file.

The sim in the screenshot is low-res, but you can see the distinct stair-stepping at the bottom edge of the particle flow.

Things I've done that should have fixed it:

- Collision geometry is a single piece of geo that is translated inside Houdini via keyframes rather than an Alembic Cache or geometry sequence.

- I added the time-blend node as recommended by jeff.

- I checked the “Re-evaluate SOPs to Interpolate Geometry” box in my static object node in my DOP network.

- Increased simulation substeps to 30 (The grain-stepping effect seems to generate one step per frame, so increasing the simulation substeps doesn't appear to have any effect. )

Despite all of that, stepping still occurs; this one really has me stumped. Any help would be appreciated!

Thanks,
Luke

Attachments:
GrainStepping_02i.zip (129.4 KB)
2016-02-07 23_59_42-MPlay - ip-23_58__.jpg (39.8 KB)

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