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Houdini Lounge » Dopnets inside geo nodes - viewport oddness
- rbowden
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You can also you a Sop Guide Dop to visualize geometry in your dop network. It is used only as a visualizer and doesn't get computed with the rest of the network.
Edited by rbowden - Sept. 1, 2020 18:03:45
Technical Discussion » Bullet concave objects ?
- rbowden
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I don't see any pieces ‘stuck’ in the air. All I see is that some of the pieces near the static part of your solve are moving around…Why is that happening? Chances are they are caught on a part of the static wall and because you are using concave, you are getting a more precise solve rather than just using convex hull which is good and bad. The geo in that file is cut a bit funky so, it is not surprising that the bottom active pieces are getting caught.
If you turn on your guide geometry, turn off display geometry, and switch between concave/convex hull on your geo1 node in your AutoDopNetwork, you can see the difference of the collision between convex hull and concave. With a difference like that, of course you are going to get different issues. If you don't need to use concave objects, which in this example scene you don't, I would stick with using convex objects as it would be quicker. 9 times out of 10 nobody is going to know if you are using convex hull or concave. Using concave is always going to be a bit slower.
As for the penetration between pieces, turning up the number of substeps in the rigid body solver helped alot testing it on my end. I don't know what you mean by it making things worse turning that number up…? If by worse, you mean that the simulation changes then well, that is to be expected. You can mess with the collision padding also on the RBD packed object to see if that will help.
If you turn on your guide geometry, turn off display geometry, and switch between concave/convex hull on your geo1 node in your AutoDopNetwork, you can see the difference of the collision between convex hull and concave. With a difference like that, of course you are going to get different issues. If you don't need to use concave objects, which in this example scene you don't, I would stick with using convex objects as it would be quicker. 9 times out of 10 nobody is going to know if you are using convex hull or concave. Using concave is always going to be a bit slower.
As for the penetration between pieces, turning up the number of substeps in the rigid body solver helped alot testing it on my end. I don't know what you mean by it making things worse turning that number up…? If by worse, you mean that the simulation changes then well, that is to be expected. You can mess with the collision padding also on the RBD packed object to see if that will help.
Technical Discussion » Cloth sim crashes when high resolution
- rbowden
- 4 posts
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If the folding is what you are wanting then then that is all with the cloth settings themselves. It is possible to get good creasing and folding with the right settings on a low poly mesh. Of course it depends on how many folds you are wanting and where. I can't really say much more because the hip that you uploaded doesn't have the file SOP locked.
–Ryan
–Ryan
Technical Discussion » Cloth sim crashes when high resolution
- rbowden
- 4 posts
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Looked at the file, but didn't get to run a sim out because you didn't lock the File SOP. So basically everything else was erroring out…
My suggestion would be to run the coat out low poly and then bake that geo out. Then bring that baked geo back in and apply the subdivide to it. That will make all the folds and creases look better. The cloth solver seems to not handle extruded geometry very well either so I would stay away from that, if possible, during the sim process.
Hope this helps
-Ryan
My suggestion would be to run the coat out low poly and then bake that geo out. Then bring that baked geo back in and apply the subdivide to it. That will make all the folds and creases look better. The cloth solver seems to not handle extruded geometry very well either so I would stay away from that, if possible, during the sim process.
Hope this helps
-Ryan
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