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Technical Discussion » Bullet Collisions - Box vs Concave
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- Zovreign
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Depends on the test case and the size of the collision objects. If you have large detailed ground collision geometry as a test case, hundreds of small convex boxes would be better than one massive concave geometry. It'll also allow you to cull out unneeded geometry for faster processing times.
Technical Discussion » Copy and Paste nonsense
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- Zovreign
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keyframeZovreign
I've had cut and paste issues since Houdini 2.x in the Irix SGI days.
I remember everything IRIX related to be nearly flawless.
Funny what time does.
G
Indeed, other than cut and paste, everything else seemed to be rock solid, best x-windows implementation I had to use in production.
I don't missing paying $60,000 for a texture memory upgrade, no wonder Nvidia cleaned their clock. Of course back then you could charge for more stuff to off set things.
Technical Discussion » Houdini on iMac Retina 5k
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- Zovreign
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I wouldn't trust a mac in a production environment to drive a 5k resolution display in open gl with houdini, especially with an AMD graphics chipset.
No way no how. Been burned too many times by that to the point where I've switched 100% to running HP Z workstations and Z book laptops.
I love my macbooks, etc, but they're relegated to photo work and general purpose computing these days.
Agreed on the 32GB of ram, that's a minimum
As some people mentioned above, with the release of more and more 3k and 4k displays, people are bumping into display issues with GUI's on many high end applications. Not counting the need for 4x more GPU power to push a resolution 4x larger than normal, the hassle currently isn't worth it.
I can imagine Derek Zoolander trying to use Houdini on a 24" 5k display.
“WHAT IS THIS? A VOP NETWORK FOR ANTS!???”
No way no how. Been burned too many times by that to the point where I've switched 100% to running HP Z workstations and Z book laptops.
I love my macbooks, etc, but they're relegated to photo work and general purpose computing these days.
Agreed on the 32GB of ram, that's a minimum

As some people mentioned above, with the release of more and more 3k and 4k displays, people are bumping into display issues with GUI's on many high end applications. Not counting the need for 4x more GPU power to push a resolution 4x larger than normal, the hassle currently isn't worth it.
I can imagine Derek Zoolander trying to use Houdini on a 24" 5k display.
“WHAT IS THIS? A VOP NETWORK FOR ANTS!???”
Technical Discussion » Copy and Paste nonsense
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- Zovreign
- 5 posts
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I've had cut and paste issues since Houdini 2.x in the Irix SGI days.
But only on the Irix/Unix/Linux environments, seems to be “two” copy and paste buffers going on depending on the x-windows/interface you use. Very odd…
No issues on Windows 7 though.
But only on the Irix/Unix/Linux environments, seems to be “two” copy and paste buffers going on depending on the x-windows/interface you use. Very odd…
No issues on Windows 7 though.
Technical Discussion » Bullet Collisions - Box vs Concave
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- Zovreign
- 5 posts
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I'll add that whatever you use for collision geometry, is that you maintain the point count otherwise bullet will not substep collisions.
I've seen people run setups where the point count of collision geometry changes on each frame and bullet gives unpredictable results.
As jeff stated the common workflow is to turn concave geometry into a series of convex pieces which results in better behavior.
As for walls/floors, raying a grid to get the shape and then extruding the faces into unconnected little cubes speeds up collisions.
The only gotcha you can bump into with dividing up a complex deforming convex surface into simple primitives is getting smaller bullet objects stuck in between the collision objects which can cause them to flip out.
I've seen people run setups where the point count of collision geometry changes on each frame and bullet gives unpredictable results.
As jeff stated the common workflow is to turn concave geometry into a series of convex pieces which results in better behavior.
As for walls/floors, raying a grid to get the shape and then extruding the faces into unconnected little cubes speeds up collisions.
The only gotcha you can bump into with dividing up a complex deforming convex surface into simple primitives is getting smaller bullet objects stuck in between the collision objects which can cause them to flip out.
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