Still no success. So far I have tried;
RBD solver with volume based collision.(better result overall but still jittering)
Bullet with convex hull(terrible from every aspect)
Bullet with concave(terrible from every aspect)
Bullet with compound geo built from primitive spheres( good sim, minor jittering, pain to setup for constraints, still havent figured that out)
-> UPDATE, made simulation 10x bigger and that has seemed to fix most of the issues, funnily enough concave gives the smoothes and most accurate simulation and collisions..
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Houdini Indie and Apprentice » Jittery RBD please help
- beauparkes
- 7 posts
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Houdini Indie and Apprentice » Jittery RBD please help
- beauparkes
- 7 posts
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thanks for that, I couldn't read anywhere that is wasn't good at handling it so I have been continuing to use concave not knowing why my sims were temperamental. Is there a smart way to break the pieces into convex hulls in bullet? Convex hulls 90% of the time either penetrate or are inaccurate if applied directly to destruction I am finding.
Houdini Indie and Apprentice » Jittery RBD please help
- beauparkes
- 7 posts
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I guys,
I am pulling up old projects that I gave up on months ago to see if I can fix them.
One project in particular was breaking a glass cup(render ready) with a ball.
Pretty simple I thought until no matter what I do with the geo i end up with jittering mesh in the sim. I have tried isolating the solver and re-constructing the glass cup in a more precise manner however I cannot solve the simple problem. I also have constraints which are turned off that I cannot evaluate yet so that would also be my next goal.
I have carefully labelled all my nodes so that it is easy for anyone to look around.
Any help would be appreciated.
I am pulling up old projects that I gave up on months ago to see if I can fix them.
One project in particular was breaking a glass cup(render ready) with a ball.
Pretty simple I thought until no matter what I do with the geo i end up with jittering mesh in the sim. I have tried isolating the solver and re-constructing the glass cup in a more precise manner however I cannot solve the simple problem. I also have constraints which are turned off that I cannot evaluate yet so that would also be my next goal.
I have carefully labelled all my nodes so that it is easy for anyone to look around.
Any help would be appreciated.
Houdini Lounge » Using the copy sop and constraints network question.
- beauparkes
- 7 posts
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Hi Guys,
I was creating a simulation where some cylinders are pre-fractured and then copied over a grid using a copy sop. How do I connect the adjacent pieces for each cylinder so that they still fracture but are held together with glue.
I want them to simply drop down to the ground plane and fracturing with glue in place. I can do it with one cylinder but I'm not sure of the workflow to do it with one hundred of them.
Many thanks.
I was creating a simulation where some cylinders are pre-fractured and then copied over a grid using a copy sop. How do I connect the adjacent pieces for each cylinder so that they still fracture but are held together with glue.
I want them to simply drop down to the ground plane and fracturing with glue in place. I can do it with one cylinder but I'm not sure of the workflow to do it with one hundred of them.
Many thanks.
Technical Discussion » Quick question regarding connecting adjacent pieces.
- beauparkes
- 7 posts
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Hi Guys,
I was creating a simulation where some cylinders are pre-fractured and then copied over a grid using a copy sop. How do I connect the adjacent pieces for each cylinder so that they still fracture but are held together with glue.
I want them to simply drop down to the ground plane and fracturing with glue in place. I can do it with one cylinder but I'm not sure of the workflow to do it with one hundred of them.
Many thanks.
I was creating a simulation where some cylinders are pre-fractured and then copied over a grid using a copy sop. How do I connect the adjacent pieces for each cylinder so that they still fracture but are held together with glue.
I want them to simply drop down to the ground plane and fracturing with glue in place. I can do it with one cylinder but I'm not sure of the workflow to do it with one hundred of them.
Many thanks.
Technical Discussion » Glue constraint causing bad jittering
- beauparkes
- 7 posts
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*update*
I changed all the read nodes so someone can open this with no issue now.
I hope someone can help with this issue its driving me batty, stuff is just flying around and jittering everywhere and I am out of ideas apart from writing a sop solver expression that helps reduce velocity of settling fractured pieces. But I shouldn't have to do that.
I changed all the read nodes so someone can open this with no issue now.
I hope someone can help with this issue its driving me batty, stuff is just flying around and jittering everywhere and I am out of ideas apart from writing a sop solver expression that helps reduce velocity of settling fractured pieces. But I shouldn't have to do that.
Technical Discussion » Glue constraint causing bad jittering
- beauparkes
- 7 posts
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Hi Guys, I'm new to Houdini and was trying to create a basic sim of a ball hitting a cup. My main problem was that when I use glue constraints I am getting an issue. The pieces break off okay but they seem to dance about the place or slide around and I cant seem to fix the issue even after days of intense probing.
I was hoping someone could shed some light on my issue. You may have to create new file directories for the write out and read in of fractured geometry since its absolute.
Many thanks.
I was hoping someone could shed some light on my issue. You may have to create new file directories for the write out and read in of fractured geometry since its absolute.
Many thanks.
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