Jittery RBD please help

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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.

Attachments:
cup_5.hipnc (2.2 MB)

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Bullet simulation system doesn't support concave object as well.
for that reason you get jittery result.
use houdini native RBD instead.
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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.
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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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as you said your mug are very small for simulation and this have Negative effect on your sim and caused to see wobbling and Jittery movement.
i done some changing on your project include increase mug & ball size
see project file for more info.

Attachments:
cup_5_571_Fixed.hipnc (2.3 MB)

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