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Houdini Lounge » SimSOM download (Win and Lin). + want to get involved?
- geonak
- 17 posts
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Hello everyone,
It has been a crazy period for me these last few months, loads of work, this is why you haven't heard any news from me, and I haven't touched SimSOM for ages.
Since I am not seing any big openings in my schedule any time soon, I have decided:
1 - To share SimSOM with you so that you can try it and play with it. It is far from done, there are still many non implemented features, the simulation codes need improving in many areas…etc and don't expect it to be problem/bug free, but this is how far I got with the time I had, and it would be a shame keeping it in my drawer for who know when.
2 - I wanted to ask if someone is interested in getting involved in the project to push it further, because it would be a shame stopping the work at this point. Please contact me on my email/pm if you are interested and we can discuss it.
In the attached archive, you will find a windows dll and a linux so file, both compiled against H12.1.185 x64, with many example scene files.
I would like to hear your opinions, and see any nice sims you come up with!!
If -even in this non complete state- you decided to use it for a commercial project please get in touch with me.
If you haven't already seen the demos:
Alpha demos: SimSOM Alpha [geonak.com].
Pre-Alpha II demos SimSOM Pre-Alpha II [geonak.com].
Pre-Alpha I demos SimSOM Pre-Alpha I [geonak.com].
I guess that is all for now.
Enjoy!
Edited by - Feb. 17, 2013 06:00:47
Houdini Lounge » SimSOM Alpha / new demos / Multi-Physics Simulator
- geonak
- 17 posts
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Houdini Lounge » SimSOM Alpha / new demos / Multi-Physics Simulator
- geonak
- 17 posts
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@zarti : thank you, it is in SOPs for now (which has many advantages, one of which is ‘not limiting its use to master license holders’).
Still in the brainstorming stage, I am thinking of making a DOPs version or at least a bridge between the 2 worlds.
Cheers,
Geo
Still in the brainstorming stage, I am thinking of making a DOPs version or at least a bridge between the 2 worlds.
Cheers,
Geo
Houdini Lounge » SimSOM Alpha / new demos / Multi-Physics Simulator
- geonak
- 17 posts
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@ Solitude :
thanks
@ sabotage3d :
everything solitude said is right + Did you see all the demos and looked at their sim times?
Did you ever try to create a sand solve in houdini, and for example make it interact with water? Try replicating for example the rabbit clash, the hourglass, the breaking column, sand canon …etc…etc
All of them are either non doable in Houdini, or very very hard to setup (all the SimSOM examples you see are done using only 3 nodes). + it is super fast.
It is Multi-physics (evertg in one solver), you can mix and match all behaviours together (liquid, granular, softbody…), and you can make anything interact with anything.
@ rafaels : thanks. soon I will be releasing a private alpha, I will post here on the forums when I am ready.
Cheers,
Geo
thanks
@ sabotage3d :
everything solitude said is right + Did you see all the demos and looked at their sim times?
Did you ever try to create a sand solve in houdini, and for example make it interact with water? Try replicating for example the rabbit clash, the hourglass, the breaking column, sand canon …etc…etc
All of them are either non doable in Houdini, or very very hard to setup (all the SimSOM examples you see are done using only 3 nodes). + it is super fast.
It is Multi-physics (evertg in one solver), you can mix and match all behaviours together (liquid, granular, softbody…), and you can make anything interact with anything.
@ rafaels : thanks. soon I will be releasing a private alpha, I will post here on the forums when I am ready.
Cheers,
Geo
Houdini Lounge » SimSOM Alpha / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Hello everyone,
Sorry for the very long silence, but due to the move to a new country and the lack of time, it is until now that I was able to release some new demos of SimSOM.
It is now an alpha version, and hopefully soon I will be calling out for a few alpha testers, it will be a private alpha release.
Here are a few demos showing some of the old capabilities improved, and many new capabilities, like granular behavior, interactions between different types of materials, switching types of materials, moving geometry, and many other features. And due to a new architecture, the speed and stability were improved a lot as well.
new demos: SimSOM Alpha [geonak.com].
and if you haven't already seen the older demos:
Pre-Alpha II demos SimSOM Pre-Alpha II [geonak.com].
Pre-Alpha I demos SimSOM Pre-Alpha I [geonak.com].
As usual, I also added information about the simulations with each video.
I hope you like it!
Cheers
Georges
Sorry for the very long silence, but due to the move to a new country and the lack of time, it is until now that I was able to release some new demos of SimSOM.
It is now an alpha version, and hopefully soon I will be calling out for a few alpha testers, it will be a private alpha release.
Here are a few demos showing some of the old capabilities improved, and many new capabilities, like granular behavior, interactions between different types of materials, switching types of materials, moving geometry, and many other features. And due to a new architecture, the speed and stability were improved a lot as well.
new demos: SimSOM Alpha [geonak.com].
and if you haven't already seen the older demos:
Pre-Alpha II demos SimSOM Pre-Alpha II [geonak.com].
Pre-Alpha I demos SimSOM Pre-Alpha I [geonak.com].
As usual, I also added information about the simulations with each video.
I hope you like it!
Cheers
Georges
Technical Discussion » which compiler for H12?
- geonak
- 17 posts
- Offline
I solved my problem, following a few suggestions from support, thought it might help someone.
it was just a matter of compiling with /MD and not /MDd, and without any of the /RTC options.
Now the debug and release versions are fine.
it was just a matter of compiling with /MD and not /MDd, and without any of the /RTC options.
Now the debug and release versions are fine.
Technical Discussion » which compiler for H12?
- geonak
- 17 posts
- Offline
Hello,
I am having a similar problem, I analysed things a bit, I didn't find a solution but I came across a few things that might shed some light on the problem.
I am compiling a SOP, that is working fine for me in H11, and I recently did the migration to H12.
# when I compile a debug version :
-if I use the MDd option, in my cookMySop I will find a gdp that is not initialzed and this causes a core dump later on.
-if I use the MD option, the gdp will be alright, but for some reason, a vector that I am declaring simply as vector<int> myVar; will not be initialzed correctly (myVar will have a size of -1854757…). and if I am not mistaken, because of boost, I can't use any of the RTC options.
# when I compile a release version :
- if I use the MD option, I will not get a crash, but my SOP won't cook outputting an error, that I can not debug due to the above mentioned problems.
I tried a few things , to no avail.
Didn't try to compile my linux version yet though.
I hope this could help analyse this problem, and that someone could help finding the solution for it, and pinpoint what we are doing wrong or the bug in case there is one.
Cheers
I am having a similar problem, I analysed things a bit, I didn't find a solution but I came across a few things that might shed some light on the problem.
I am compiling a SOP, that is working fine for me in H11, and I recently did the migration to H12.
# when I compile a debug version :
-if I use the MDd option, in my cookMySop I will find a gdp that is not initialzed and this causes a core dump later on.
-if I use the MD option, the gdp will be alright, but for some reason, a vector that I am declaring simply as vector<int> myVar; will not be initialzed correctly (myVar will have a size of -1854757…). and if I am not mistaken, because of boost, I can't use any of the RTC options.
# when I compile a release version :
- if I use the MD option, I will not get a crash, but my SOP won't cook outputting an error, that I can not debug due to the above mentioned problems.
I tried a few things , to no avail.
Didn't try to compile my linux version yet though.
I hope this could help analyse this problem, and that someone could help finding the solution for it, and pinpoint what we are doing wrong or the bug in case there is one.
Cheers
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
But what about the things you said you cannot do with the default tools? Is it because you are implementing new solvers, etc? If that's the case, then tools like SimSOM go beyond multi physics but also provide additional dynamics, fluids systems?
As I said in the description of SimSOM, it is an independant library coded by me from scratch, so yes I am implementing new … everything. It can be linked to any 3D package (mostly for setup and display), and my current and first implementation is the Houdini one.
Cheers
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Hey,
It can not be explained in two words… but I will try to clarify a bit, without being too technical.
Actually one of the most important aspects of systems like SimSOM or Lagoa, is that they are multiphysics systems, that means that they can simulate different states of matter (hence the name SimSOM).
Which means many things, like for example changing a few paramters to change your object's behavior from water to jello to dough or to cloth or a lot of other things, adding to that the ability to animate those parameters, and create transformations between different states.
And it is all under one simple generic setup!
Many of the things, you can not do with default tools. And in the cases where you can, the setup is much more complicated than doing it with those systems. I should mention as well, that SimSOM is even less complex than Lagoa!
I hope these info clarified the idea a bit.
Regards
Georges
It can not be explained in two words… but I will try to clarify a bit, without being too technical.
Actually one of the most important aspects of systems like SimSOM or Lagoa, is that they are multiphysics systems, that means that they can simulate different states of matter (hence the name SimSOM).
Which means many things, like for example changing a few paramters to change your object's behavior from water to jello to dough or to cloth or a lot of other things, adding to that the ability to animate those parameters, and create transformations between different states.
And it is all under one simple generic setup!
Many of the things, you can not do with default tools. And in the cases where you can, the setup is much more complicated than doing it with those systems. I should mention as well, that SimSOM is even less complex than Lagoa!
I hope these info clarified the idea a bit.
Regards
Georges
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Thank you everyone!
I added a couple more videos:
http://vimeo.com/32173971 [vimeo.com]
http://vimeo.com/31998254 [vimeo.com]
http://vimeo.com/31997941 [vimeo.com]
Cheers
Geo
what are you planning to do with this simulator?I am afraid this is not decided yet …
I added a couple more videos:
http://vimeo.com/32173971 [vimeo.com]
http://vimeo.com/31998254 [vimeo.com]
http://vimeo.com/31997941 [vimeo.com]
Cheers
Geo
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
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Hi everyone, thank you for the positive comments!
It is not yet decided if this simulator will be open source , so I can promise nothing for the code yet.
But for beta testing you're most welcome, I can send you compiled versions whenever the beta is ready. Please send me a pm or email if you're interested in beta testing so that I can send a version when the beta is ready!
@goldleaf: Until now the Houdini implementation was SOP based, a few days ago I began moving everything to DOPs, it is going to take a while till it is DOPs ready, but it is going to be a lot better integrated with the houdini dynamic objects … etc
@fsimerey: pm sent
Best Regards
Georges
It is not yet decided if this simulator will be open source , so I can promise nothing for the code yet.
But for beta testing you're most welcome, I can send you compiled versions whenever the beta is ready. Please send me a pm or email if you're interested in beta testing so that I can send a version when the beta is ready!
@goldleaf: Until now the Houdini implementation was SOP based, a few days ago I began moving everything to DOPs, it is going to take a while till it is DOPs ready, but it is going to be a lot better integrated with the houdini dynamic objects … etc
@fsimerey: pm sent
Best Regards
Georges
Houdini Lounge » SimSOM Pre-Alpha II / new demos / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Hey everyone,
As promised, here is a new wave of demos for SimSOM.
So these videos are my second demos iteration. Comparing to the first demos, I introduced many improvements (especially to speed and stability) and new functionalities.
To see the new demos please follow SimSOM Pre-Alpha II [geonak.com].
To check out the first wave of demos, if you haven't already, please follow SimSOM Pre-Alpha I [geonak.com].
I also added a few information about the simulations with each video.
I hope you like it!
Cheers
Georges
As promised, here is a new wave of demos for SimSOM.
So these videos are my second demos iteration. Comparing to the first demos, I introduced many improvements (especially to speed and stability) and new functionalities.
To see the new demos please follow SimSOM Pre-Alpha II [geonak.com].
To check out the first wave of demos, if you haven't already, please follow SimSOM Pre-Alpha I [geonak.com].
I also added a few information about the simulations with each video.
I hope you like it!
Cheers
Georges
Houdini Lounge » SimSOM Pre-Alpha / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Thanks for the push, it helps keep moving forward
Actually theere are parts that scale pretty well, and other parts on which I am still working, the final goal is to make it very scalable actually, and at the same time keep the different parts pretty well connected and synchronized.
At the early days of my simulator I tried integrating the collisions engine of bullet to handle the collisions, but I realized pretty fast that it was very heavy for what I was going for, so I dropped it and created my own, it is not finalized yet but getting there.
SimSOM is Multithreaded but it does not run on the GPU … yet. It is on my mind but didn't at all have time yet to look in that direction …
cybermax maybe if I am short on time I could contact you to help on that part?
Cheers
Geo
Actually theere are parts that scale pretty well, and other parts on which I am still working, the final goal is to make it very scalable actually, and at the same time keep the different parts pretty well connected and synchronized.
At the early days of my simulator I tried integrating the collisions engine of bullet to handle the collisions, but I realized pretty fast that it was very heavy for what I was going for, so I dropped it and created my own, it is not finalized yet but getting there.
SimSOM is Multithreaded but it does not run on the GPU … yet. It is on my mind but didn't at all have time yet to look in that direction …
cybermax maybe if I am short on time I could contact you to help on that part?
Cheers
Geo
Houdini Lounge » SimSOM Pre-Alpha / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
Thanks for the feedback guys!
Actually I will try to do another post soon, in which I will put some more details, like the particles number, the sim times … etc
Cheers
Geo
Actually I will try to do another post soon, in which I will put some more details, like the particles number, the sim times … etc
Cheers
Geo
Houdini Lounge » SimSOM Pre-Alpha / Multi-Physics Simulator
- geonak
- 17 posts
- Offline
It has been a while I wanted to post some demos of the multi-physics simulator I am working on, and it is until now that I got some time to actually do it.
It is called SimSOM, I was searching for a name when sesame seeds came into my mind because of their particly nature, and in my Lebanese mother tongue sesame seeds are called simsom, then I thought: Hey! “SimSOM” could be “Simulating States of Matter” and the name SimSOM was born.
It is still far from done, and there are tons of ideas fighting in my head to implement, but I already managed to get many parts done or partially done, and I am moving forward, slowly but surely – depending on the amount of free time that I can get.
It is basically an independnt library, Multiplatform and application independant, it can be easily implemented for any 3D app. My current implementation is for Houdini using its HDK, and all the demos are realized using it.
I coded everything from scratch, based on many papers, publications and algorithms that I improved on myself.
At this point it is still a work in progress, parts of it are done, parts are not yet written, and other parts are to be modified, updated, or even re-written, to meet all the ideas I have in my head.
I will be making more posts and updates along the way, it’s going to be great!
to see a few demos, demonstrating some of the functionalities upto this point, please visit the following link:
http://www.geonak.com/blog/?p=546 [geonak.com]
Cheers
Georges
It is called SimSOM, I was searching for a name when sesame seeds came into my mind because of their particly nature, and in my Lebanese mother tongue sesame seeds are called simsom, then I thought: Hey! “SimSOM” could be “Simulating States of Matter” and the name SimSOM was born.
It is still far from done, and there are tons of ideas fighting in my head to implement, but I already managed to get many parts done or partially done, and I am moving forward, slowly but surely – depending on the amount of free time that I can get.
It is basically an independnt library, Multiplatform and application independant, it can be easily implemented for any 3D app. My current implementation is for Houdini using its HDK, and all the demos are realized using it.
I coded everything from scratch, based on many papers, publications and algorithms that I improved on myself.
At this point it is still a work in progress, parts of it are done, parts are not yet written, and other parts are to be modified, updated, or even re-written, to meet all the ideas I have in my head.
I will be making more posts and updates along the way, it’s going to be great!
to see a few demos, demonstrating some of the functionalities upto this point, please visit the following link:
http://www.geonak.com/blog/?p=546 [geonak.com]
Cheers
Georges
Houdini Indie and Apprentice » Global Illumination...
- geonak
- 17 posts
- Offline
Hi everyone, i know it's kind of long for a first post but…
so following is an explanation i provided once as an answer on another forum
that hopefully will clarify things about GI and FG
Hope that helps
Regards
Geo
so following is an explanation i provided once as an answer on another forum
that hopefully will clarify things about GI and FG
Hi everyone
as far as everything in CG goes, there is many methods to tackle every task,same goes for indirect lighting.
here you can find GI, FG, PT, radiosity … etc
for this time i'll try to explain FG and GI as simple as possible (trying not to be app specific)
so let us begin with GI :
GI short for global illumination is an indirect lighting technique that is based on photons, what does that mean.
A photon in physics is the elementary particle responsible for ‘light energy’(wikipedia),
you can think of each photon as a very small particle holding a certain amount of energy and when put together with maaaany other photons they form light.
now what does that have to do with GI, well GI isn't more than a bunch of those photons shot into your scene, by a photon emitting light, transfering their
energy to the objects in your scene, depending on the depth settings of your photons, a photon may do multiple bounces and with each bounce it looses energy until it dies off or it reaches the max depth. after that photon shooting process something called a photon map is usually created, this map holds all the necessary infos concerning the photons just shot, and will help in further calculations. so now comes the raytracing, rays are shot from the camera towards your scene (i'll not elaborate the raytracing but i'll talk only about its relation to the GI) so whenever an object on which there are photons (from your shooting process) a pass that will average the energies takes place, to understand that, imagine your photons as small spheres distributed on a plane for example, those spheres can be big enough and near enough to touch each other, as well as they can be small and far apart and not be able to touch each other in both cases and depending especailly on your radius settings the energies and colors of neghbouring photons are averaged to give the GI energy and color corresponding to that hit point (N.B. of course this is a part of the final result which contains also the direct lighting, the FG …).
so as you can see to obtain a very good result with GI the averaging pass should have enough data for each point, which implies a veeeery big number of photons with smaller radiuses, then a small averaging radius, and eventually higher depth.
now to the FG :
FG short for final gather is an indirect lighting technique that is based on raytracing algorithm, the general idea is that eye rays are sent into the scene,
the number of course depends on the sampling and the FG density, so when a ray of those eye rays hits an object in your scene, gathering rays are then sent out from that point (the number is dertermined by the final gather rays parameter) into a hemisphere, now in their turn those gathering rays will intersect with geometry and will gather information from their hitting points such as color and brightness; All these information about the lighting of the scene is finally stored in a 3D Gathering map.
for the determination of the local radiation intensity neighbouring points are consulted (interpolation process), The MAX radius value determines the maximum distance apart that FG samples can be from each other. The MIN radius value determines the closest they'll be taken from each other.
here also depending on the depth settings of your FG, an FG ray may do multiple bounces. and it dies whenever it reaches a certain energy threashold depending on your falloff settigns or when it reaches the max trace depth.
then your FG results contribute to the overall render.
to obtain good results with FG of course density has to be high enough, interpolation should be the lowest possible, max and min radius should be small, multiple bounces have to be used … etc which leads to very high render times.
so now comes the best part how to use those 2 techniques to complement each other, in a way to profit from the advantages of each, while keeping low on render times. the best way to do so is to use the GI to get a global light distribution in the scene without fine details (means lesser photons with bigger radiuses), and to use the FG to get the details in fine parts of your scene this way reducing the number of bounces for example.
also it's to note that FG has problems in tight indirect light sources, such for example a room in which the light comes indirectly from a window, if you use FG and only FG inside that room you will get a very dark scene unless you increase the number of bounces really high. so to solve that prob you shoot photons into the window, which gives an overall lighting for the scene without much details ( of coures with low big radius photons number) then you use the FG to catch the details. (in newer versions of mental ray you may use also what's called portal light)
that was long ..
hope that was clear enough for you to understand the difference between those 2 techniques, and to be able to use them as efficiently as possible in your projects.
Regards
Georges
Hope that helps
Regards
Geo
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