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Found 33 posts.

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Work in Progress » Ocean Splash - Flip Simulation

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ginodauri
34 posts
オフライン
 2019年7月3日 18:39:12
Hi

This is my last simulation in houdini.
Learning new ww solver.
Any comments welcome

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Technical Discussion » Cpu Opencl 7820x problem?

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ginodauri
34 posts
オフライン
 2017年10月16日 09:31:46
Hi
I have problem running opencl on 7820x cpu.
I got error message:
OpenCL Exception: Could not create OpenCL device of type (HOUDINI_OCL_DEVICETYPE): CPU on platform vendor (HOUDINI_OCL_VENDOR): Intel(R) Corporation. The built-in CPU driver may not support your CPU (-2)

I tried to install opencl drivers from intel website 16.1.1 , 16.1 , 15.1 but no luck.


windows 8.1
Houdini 16.0.557


Thanks
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Work in Progress » Bullet Bendable Constraints

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ginodauri
34 posts
オフライン
 2016年12月7日 17:09:43
Hi
Yes , some geometry is concave , but this is trade off…
For me it is more important to have that look in pieces , with little interpenetration , than to have voronoi like cutting shapes with no penetration.

Probably best thing , is to do convex decomposition for concave pieces etc , this is subject that i will explore in future.
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Work in Progress » Bullet Bendable Constraints

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ginodauri
34 posts
オフライン
 2016年11月29日 12:46:20
Hi
Did some research about bullet and bendable constraints.
There was huge thread before about this , so i learned from examples , and implemented some similar and simpler approach.

There is example file.



https://vimeo.com/183061109 [vimeo.com]
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Technical Discussion » Collide Particles with Bullet

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ginodauri
34 posts
オフライン
 2016年8月17日 14:02:58
Yes this is working.
In your dopnet you have your bullet in one chain , popnet in another , just merge that in end.
But i think it is not working good, there is particles going through geometry allot.
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Work in Progress » Rbd Wall Destruction?

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ginodauri
34 posts
オフライン
 2016年8月17日 07:49:37
Hi

This is new version.

https://vimeo.com/179174851 [vimeo.com]

Updated some things:

1.Put on some textures , with different shaders for outside and inside geometry.
2.Worked on extra bullet debris
3.Added one particle dust layer , but it is not that vissible , so will continue work on that
4.And yes , removed “broken” look in first frame of simulation

Comments and criticism welcome.

Thanks
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Technical Discussion » Uniform Displacement Dicing?

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ginodauri
34 posts
オフライン
 2016年8月7日 17:36:53
It does not depend on geometry , because renderer , dependent on edge length , can “subdivide” geometry till required subdivision level.
So right now i can get that in sops with remesh , but i will like to know how to do it in rendertime.
So yeah , it will never be “absolutely” uniform , but it is not important , when you have really high subdivision level.
Edited by ginodauri - 2016年8月7日 17:39:16
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Technical Discussion » Uniform Displacement Dicing?

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ginodauri
34 posts
オフライン
 2016年8月7日 13:04:13
Hi
How to dice(subdivide) geometry in rendertime so it is completely uniform , i do not need any displacement “cheats”.
Because i my case everything i do i get some small artifacts.
So basically what i need , is same thing what remesh sop is doing , specify edge min length , and base on that whole geometry get diced in 3d space.

Thanks
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Work in Progress » Rbd Wall Destruction?

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ginodauri
34 posts
オフライン
 2016年8月6日 15:15:30
SteN
Really nice fracture/displacement.

The only thing you have to work on in my opinion is that in the very first frames, where the wall is still together you can actually see the cracks, wich is not good.

Yep you are right.
This is something i will look at how to fix.
Right now i'm using mix , of boolean(Cookie) and voronoi fracture , and this is what is causing problem.In some place during cutting geometry get messed up.
I can go with all voronoi and that will probably fix problem , but i think i will loose a little bit with shape of pieces , because everything will be convex.
Will do some test probably to find best solution.
Cheers
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Work in Progress » Rbd Wall Destruction?

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ginodauri
34 posts
オフライン
 2016年8月6日 09:17:12
matthias_k
https://www.youtube.com/watch?v=jQuFNcPcuSY [youtube.com]

maybe have a closer look at this one?


Yep , will look at that , maybe is better approach than i'm using.

Here is update , added smoke sim here:



https://vimeo.com/177808817 [vimeo.com]
Edited by ginodauri - 2016年8月6日 09:17:37
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Work in Progress » Rbd Wall Destruction?

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ginodauri
34 posts
オフライン
 2016年8月5日 07:24:27
matthias_k
nice one :-)

@ 1 Check cutting setup , to see if a can remove this small holes…

maybe its better to crack at impact, then have get the small holes not in initial state
ann/or how do you create the interior displacement?

Hey
I can not crack at impact(dynamic fracturing) , because we will have changing topology and it will be hard to control.
If you are interested about interior displacement , you have one thread here:

http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]

You can read through this , there are some examples.
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Work in Progress » Rbd Wall Destruction?

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ginodauri
34 posts
オフライン
 2016年8月4日 07:32:07
Hi
I have some free time recently , i start to explore little deeper bullet in houdini.
My idea is to make good setup , and to be easier one day when i have to do shots with rbds.

Right now i have :
1.setup to manually and automatically break sim geometry
2.activate rbds that are near collision geometry
2.constrain geometry with cone twist and do simulation
3.Do rendertime displacement

Here is video:
https://vimeo.com/177538565 [vimeo.com]

Some things i want to fix:

1.Check cutting setup , to see if a can remove this small holes(maybe if you have some displacement and texture on top you will not notice that as much)
2.Some pieces of simulation still feels they do not have proper weight , need to see if higher contrast in mass will help
3.Some of smallest pieces do not have proper collision , because collision padding is not small enough(i want to check if you can do this collision padding per piece? )


So any suggestion and comments are welcome.

Thanks


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Technical Discussion » Bullet concave objects ?

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ginodauri
34 posts
オフライン
 2016年8月4日 06:13:21
nodeway
You may want to filter your geometry with remeshSOP (with TargetEdgeLength set something like 0.05 or just set it to adaptive mode) followed by foreachSOP where you fuseSOP each chunk, before you decompose it. I got better results with your geometry when I done this.

Rubber Toy was processed without any problems:


Cool , thanks for this , will try that.
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Technical Discussion » Bullet concave objects ?

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ginodauri
34 posts
オフライン
 2016年8月4日 06:10:54
Jeremy Kendall
Collision padding lives on the rbd object under collision>bullet data. Its on the same tab you change things from convex hull to concave.



Yes , but in my case , when i change geometry to concave , it became automatically gray out.
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Technical Discussion » Houdini error after Windows update...

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ginodauri
34 posts
オフライン
 2016年8月3日 11:26:24
Yes , i was thinking of upgrading to windows 10 , but was afraid of things like this one , and at the end i did not upgrade , and i'm thinking why someone will want to upgrade to windows 10 , if you are doing 3d.
Only what they want with this “free” upgrade , to steal your privacy(with cortana and such) to be able to sell you some stuff that is not free.

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Technical Discussion » Bullet concave objects ?

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ginodauri
34 posts
オフライン
 2016年8月3日 11:18:51
blackpixel
Thanks for response.
I think you are right.
Till now i was thinking only problem with concave(mesh) type simulation is speed , but i think i concluded that they have problem in resolving collision , so that put them in unusable category(maybe they work correct for static meshes only when colliding with convex , diin't try that)
Actually speed is not that bad if you put some simulation over night , and if you can get excellent simulation.
As you mentioned convex decomposition is way to go.
I'm not aware that in houdini there is node to do convex decomposition , i found some topic in forum that some guy wrote plugin for houdini that is doing convex decomposition , still have to download that i try how it works.
Right now i'm doing some sort of convex decomposition , with voronoi fracture , than check on rbd packed primitives dop (create convell hull per set of connected primitive) , i this is doing trick.
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Technical Discussion » Bullet concave objects ?

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ginodauri
34 posts
オフライン
 2016年8月3日 07:54:50
Hi Jeremy Kendall

Thanks for response.

So i tried what you suggested , but still things are same.
So what i did:

1.make “cleanest” geometry , voronoi fracture + remesh
2.separate pieces (to not have any contact in first frame)
3.raise substeps in solver

You are mentioning collision padding , but i do not see this option is active when you turn on concave option or rbds.

My last test file is in attachment.
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Technical Discussion » How to retime a cached pyro sim using time blend and time warp without getting the strobing effect

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ginodauri
34 posts
オフライン
 2016年8月2日 20:40:04
So if you want something to slow down form 48 to 480 frames , and you said that you can use substeps , that you only need to write out simulation with substeps.
In your cache node use $FF instead of $F , so for example mySim.$F.bgeo.
Edited by ginodauri - 2016年8月2日 20:40:28
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Technical Discussion » Move copies on the surface of deforming geometry

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ginodauri
34 posts
オフライン
 2016年8月2日 18:56:39
So to find point on mesh surface where to “stick” geometry , you use ray sop , or in vop intersect vop.

Intersect vop will give you information like , prim num , uv(of primitive in question).

You than pipe this info in , primitive attribute node , and can output position attribute from there , and use that to drive geometry with deforming geo.

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Technical Discussion » Bullet concave objects ?

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ginodauri
34 posts
オフライン
 2016年8月2日 18:34:15
Enivob
So i think this concave option in houdini is actually in general terms “triangle mesh” collision , it is not important that my geometry is not actually concave…
So i'm testing this type of collision to conclude , is it even good to be used (no matter speed).

rbowden
Thanks for response.


I my scene i raised simulation steps really high , and still penetration is happening , atop of that simulation is now jittery , look “unstable” , this is what a meant with “worse”.

And with much more pieces than this (5000) , you will see pieces stuck in air(near collision) , and things like this.
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