how prevent my cube to go inside ???

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hello all,

i have a new question…

i have some cube, i apply dynamic (RBD Object)

i play my movie…
my problem it's i have always the same problem..

i can't find how i prevent my cube to go inside..

i increase my division, i change mode: ray intersect, implicit box… nothing..

i try all possibility but always nothing… someone has a idea?

please

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cubes.jpg (259.7 KB)

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Try subdividing the box geometry.

RBD uses geometry points for collisions against the SDF. (heh, it's a wierd relationship )
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ok, it's besser, thanks a lot…


there is not a function for block or stop collision before geometry?
1cm before or other?
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I am not using DOP too much but in POPs in the collision POP there is a parameter “collision tolerance” which allows you to do that, I guess DOP must have it.
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I think with something like a box you can use ‘implicit box’ for the mode - on the Volume > Collisions TAB…


HTH
Michael Goldfarb | www.odforce.net
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www.sidefx.com
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hello, thanks..

I try…

it's normal that simple cubes is very really long to calculate simulation?

i have 70 cube, my computer calculates 1 image every 8 seconds… it's normal for simple cubes?
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You can also increase the Collision, Contact & Subcontact Passes values in the RBD Solver DOP to check for inter-penetration.

The other alternative is to use Edges to represent the geometry but that's slower.

Cheers!
steven
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but it's this windows???

i don't found…

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where it sayd Mode - change Ray Intersect
to Implicit Box
Michael Goldfarb | www.odforce.net
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supermac
it's normal that simple cubes is very really long to calculate simulation?

i have 70 cube, my computer calculates 1 image every 8 seconds… it's normal for simple cubes?

Yes - Houdini RBD has no specific optimization for simple primitive shapes. Your object may as well be an octopus and it'll simulate with a similar speed.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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hello thanks for your answer…
but i dont found windows for increase the Collision, Contact & Subcontact Passes values in the RBD Solver DOP to check for inter-penetration.

where is it? please…
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They should be on the RBD Solver DOP
if(coffees<2,round(float),float)
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sorry.. but i new users…

where is RBD Solver DOP… i dont found…

have you a path for found this?

thanks a lot..
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For that intersection issue, I guess you can try telling Houdini to use Edge representation (instead of Point) for collision detection… In your RBD Object DOP, Collision->Surface->Surface Representation. Would this help? The down side to this is………
your sim will slow down…
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give this a try

Attachments:
boxes_DOPs.hip (114.3 KB)

Michael Goldfarb | www.odforce.net
Training Lead
SideFX
www.sidefx.com
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