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Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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alejandro: thx 
The latest Beta for Windows and Linux 64bit: http://forums.odforce.net/index.php?/topic/17010-bulletsop-20-beta-v4-for-win64-and-linux64/ [forums.odforce.net]

The latest Beta for Windows and Linux 64bit: http://forums.odforce.net/index.php?/topic/17010-bulletsop-20-beta-v4-for-win64-and-linux64/ [forums.odforce.net]
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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BulletSOP beta for win64 will be public tomorrow! Other OS will come in next few days.
I sent request on OdForce forum for creating subforum for this plugin in HDK directory(there is “Houdini Ocean Toolkit”). I'm waiting for answer since saturday, so I will release it here. It will be a little bit chaos to respond on more questions in one thread, but I dont want to create new forum, because you would have to register, …
I sent request on OdForce forum for creating subforum for this plugin in HDK directory(there is “Houdini Ocean Toolkit”). I'm waiting for answer since saturday, so I will release it here. It will be a little bit chaos to respond on more questions in one thread, but I dont want to create new forum, because you would have to register, …
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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bukithx man
You rule man!

ok, this is absolutely awesome! I installed the lastest production build(185) and everything is working fine even plugin is compiled for previous production build(125). Can somebody tell me more about this? For eg. If it still true that it is better recompile it for every version?, ….
edit: from other news, I have compiled version for Linux and OSX, but there is still little bug(but basically its working), so First beta will be for Win64 and in next few days other OS will come!
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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Sneak peek: https://vimeo.com/57193837 [vimeo.com]
This weekend I am releasing first tutorial and beta version will come during next week!
PS: Sorry for my english in video, I know, its bad, but I think its still better, than no sound, subtitles or background music
This weekend I am releasing first tutorial and beta version will come during next week!
PS: Sorry for my english in video, I know, its bad, but I think its still better, than no sound, subtitles or background music

Technical Discussion » [Solved]HDK - copy attributes
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- cybermax
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thank you,
I simplify and modify it for my purpose:
GA_Attribute* src_attr;
GA_FOR_ALL_PRIMITIVE_ATTRIBUTES(input_1, src_attr)
{
gdp->addPointAttrib(src_attr);
}
PS: I think its not necessary to test if attribute is valid, It works fine
I simplify and modify it for my purpose:
GA_Attribute* src_attr;
GA_FOR_ALL_PRIMITIVE_ATTRIBUTES(input_1, src_attr)
{
gdp->addPointAttrib(src_attr);
}
PS: I think its not necessary to test if attribute is valid, It works fine

Technical Discussion » [Solved]HDK - copy attributes
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- cybermax
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I have two GU_Detail(geo1, geo2) and I want copy/move point attributes from geo1 to primitive attributes in geo2(if they dont exist).
I dont care about values, I am just want to copy names and types of attributes.
Cannot find any example for this
I dont care about values, I am just want to copy names and types of attributes.
Cannot find any example for this

Edited by - Jan. 5, 2013 13:54:56
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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bukithx
great Milan!
keep it rolling!
I tried turn off Intel HT => 4cores only(not 8virtual cores) and …. It has same sim time!!! Very, very strange :shock:
Anyway, for this “more than 1milion boxes scene”, takes 25sec to load all objects to bullet and around 30secs for sim of one frame(tested on first 15frames, so It will be slower when it starts to collide)
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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I think It will be better to wait on Bullet 3.0. I tried some multi-threading stuff, but its not so stable, but its faster. I have 4cores with intel HT, so normally its using 12%, but I can get around 30% If I use different classes. Other things is turn of HT in bios. I havent tried yet, but It can add some speed too. OpenCL code has not been tested, yet.
Otherwise, We have few big problems left(btGImpactMeshShape , …), but I want to release at least demo to Xmas day
Otherwise, We have few big problems left(btGImpactMeshShape , …), but I want to release at least demo to Xmas day

Technical Discussion » Bullet Solver not working?
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- cybermax
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EucalyptusIt all about performance, so You can import Non-covex objects and then import convex objects.
Is this just something to always leave unchecked
Technical Discussion » Bullet Solver not working?
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- cybermax
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in RBD Object node: Collision -> Bullet Data uncheck “Polygon As Convex Hulls”
I hope that this is help
I hope that this is help

Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
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new video: https://vimeo.com/54185240 [vimeo.com]
right now, I am computing 500K objs simulation and after 40frames its still under 40sec/frame, but until I will have video, I can not say anything about quality :?
Other news: I will build version for Win64, Linux64 and OSX64
right now, I am computing 500K objs simulation and after 40frames its still under 40sec/frame, but until I will have video, I can not say anything about quality :?
Other news: I will build version for Win64, Linux64 and OSX64

Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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sabotage3dIf everything goes well, you will be more surprised, that you can imagine :shock:
Any chance we can see some of your source code for Christmas present
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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thx,
I want to release it before Xmas(early December, next weekend maybe). Plugin is already done, but We are still working on few bugs, and finding speed issue.
Otherwise, I rewrited completely all source code. So everything is faster. For eg. MultiConstraint takes only 1s in my test scene, Old Multijoint took 1h in same scene. Other issue, what I have solved, was problem with updating(changing) data. So It doesnt use feedbackSOP or fileSOP nodes anymore, but I wrote special node, which read data from previous frame, so Its very easy to use! Better than using new solverSOP, which came with H12.
I want to release it before Xmas(early December, next weekend maybe). Plugin is already done, but We are still working on few bugs, and finding speed issue.
Otherwise, I rewrited completely all source code. So everything is faster. For eg. MultiConstraint takes only 1s in my test scene, Old Multijoint took 1h in same scene. Other issue, what I have solved, was problem with updating(changing) data. So It doesnt use feedbackSOP or fileSOP nodes anymore, but I wrote special node, which read data from previous frame, so Its very easy to use! Better than using new solverSOP, which came with H12.
Edited by - Nov. 21, 2012 16:44:02
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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This is 100K objects, 10substeps, real gravity. First frame(sending objects geo. to bullet) takes 3sec. Average time(200frames) is 4sec. And quality is better than bulletDOP. It doesnt update obj. properties every frame(only init), but Its around (1-5)% slower If it updates.
So I am still thinking that I made some mistake(s) in DOP setting.
edit:
If I extend attachment file to 100K objs, First frame takes 1m44s, and 2-4frame average around 1m30s. Other problem is, that with bulletSOP I can have(and I have it) different size of boxes with +-same sim time, but for this I used “RBD point object”, but If I use “RBD fracture object” it crashes, because out-of-memory(16GB). With bulletSOP I can have millions of different boxes!
edit2: no multithreading, no GPU
edit3: Sorry, I miscalculated the time of my bulletSOP sim. Its not 7.2s its only 4s!!! :shock:
So I am still thinking that I made some mistake(s) in DOP setting.
edit:
If I extend attachment file to 100K objs, First frame takes 1m44s, and 2-4frame average around 1m30s. Other problem is, that with bulletSOP I can have(and I have it) different size of boxes with +-same sim time, but for this I used “RBD point object”, but If I use “RBD fracture object” it crashes, because out-of-memory(16GB). With bulletSOP I can have millions of different boxes!
edit2: no multithreading, no GPU
edit3: Sorry, I miscalculated the time of my bulletSOP sim. Its not 7.2s its only 4s!!! :shock:
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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thx,
I need help. In Attachment You can find scene with RBD simulation(Bullet) inside DOP. My question is, why is not so much stable and If there is some way, how Can I speed up?
I just created grid, which I copied. Then I applied “RBD point object”, which copied box on my 3dgrid. Then I went inside DOP network and turn off “Use volume based collision detection” and set “Bullet data” to Box. And on DOP network node I turned off “Provide data hints”, which added some speed.
I need help. In Attachment You can find scene with RBD simulation(Bullet) inside DOP. My question is, why is not so much stable and If there is some way, how Can I speed up?
I just created grid, which I copied. Then I applied “RBD point object”, which copied box on my 3dgrid. Then I went inside DOP network and turn off “Use volume based collision detection” and set “Bullet data” to Box. And on DOP network node I turned off “Provide data hints”, which added some speed.
Technical Discussion » Bullet physics implementation and other stuff
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- cybermax
- 255 posts
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Technical Discussion » HDK renderer
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- cybermax
- 255 posts
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Hi,
I want to build to Houdini renderer(of my friend) through HDK.
I found this page: http://www.sidefx.com/docs/hdk12.0/hdk_opbasics_rops.html [sidefx.com] and check two(only) examples, but still I dont know, how I can create render window and set data(pixels) to some render matrix. Because both examples have only file output
I found few projects, where VRay and Arnold were build to houdini, but I cannot find any source code. And also will be great to use IPR rendering too!
I want to build to Houdini renderer(of my friend) through HDK.
I found this page: http://www.sidefx.com/docs/hdk12.0/hdk_opbasics_rops.html [sidefx.com] and check two(only) examples, but still I dont know, how I can create render window and set data(pixels) to some render matrix. Because both examples have only file output

I found few projects, where VRay and Arnold were build to houdini, but I cannot find any source code. And also will be great to use IPR rendering too!
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