cached collision volume workflow?

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hi.. Grain sim again.. i have a complex animated static collision object, and with the uniform divisions turned up sufficiently high, it takes a good percentage of my sim time “calculating SDF”

so i thought it would be a good idea to cache out the collision volume.

following info i found around here, i set the file mode in the static object DOP to “write” and set it to output “collision.$f4.simdata”

i then played throught the timeline, with a very low resolution (big particle separation|) grain sim,.

this gave me a folder full of 22 meg simdata files.

i then set the file mode in the static object DOP to “read” and pointed it to those files.

id assume that would be all i have to do?

however when i sim, it -still- spends ages “calculating SDF” and doesnt seem any faster than previously.

what did i miss?

thanks, Robin.
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on a related note, i get many, many times faster performance when i turn off “volumetric collisions” (even with a cached sdf, as mentioned that doesnt seem to help)

however without volumetric collisions enabled, the particles explode all over the place, when they are hit by the collision object.
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so i thought it would be a good idea to cache out the collision volume.

It is but you should do this at the SOP level not in dops. Just turn the geo into a low res volume and write out as .bgeo.sc

Rob
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could you elaborate on why this is the case, and possibly some pointers on how to do it? it all seemed so logical and straightforward.
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Why> Dops is for simulation, anything you do there will require running out the simulation. In sops this is not the case. So write out the geometry acting as a collision proxy volume. Doing this your optimizing your DOP sim.

How > Turn your geometry into a vdb volume > feed into DOps select the path to the proxy volume.

Rob

Attachments:
rse_proxyvolume.hip (299.8 KB)

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