Deforming mesh for FEM.

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Just checking if using PointDeform is the best way to tetrahedralize a deforming mesh for FEM? See attached.

Thanks!

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DeformingTets.hiplc (137.5 KB)
DeformingTets.gif (818.3 KB)
Screen Shot 2017-05-10 at 9.14.33 AM.png (87.7 KB)

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purely from screenshot, the setup seems wrong
put your frozen frame timeshift1 (A) directly after twist1 (B)
then tetrahedralize1 (C) directly after A
then connect C A B into your pointdeform1
Tomas Slancik
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Cool, thanks Tomas! It's very interesting, both appear to give the exact same results.

(Wondering if SideFx should build a shelf tool for this.)
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Maybe in a simple and very isolated case, but yours seems to be tetrahedralizing deforming geo every frame which can result in different amount of tetrahedrons which will break your pointdeform and on top of that it's much slower, maybe try with heavier geo and more extreme deformation
Tomas Slancik
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Yes! You are correct. Much faster your version. thanks!

Pushing the deformation, though, breaks the tets alignment with the mesh.

Attachments:
DeformingTets2.gif (2.1 MB)
Screen Shot 2017-05-10 at 3.39.16 PM.png (88.0 KB)
DeformingTetsEdit2.hiplc (185.9 KB)

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well, it's a pointdeform, in this case it uses surface points to deform the geo, it has it's limits especially the further from surface you go
Tomas Slancik
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Yep, think there might be a need for a ‘TetraDeformSOP’
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hi artye
as Tomas pointed out, you don't want to tetrahedralize a deforming mesh, rather, you want to deform a tetrahedralized mesh. This is the only way to guarantee temporal consistency with the tet generating utilities.

Deforming a tet mesh via the PointDeform sop is perfectly valid, as is any other type of deformer, as long as the shape change isn't so extreme that it causes tets to invert or deviate so far from the original shape & volume that it becomes nearly impossible for the solver to give you back something reasonable.

*By “any other deformer”, I literally mean any sop that is capable of pushing points around in houdini. Twist, SoftTransform, Bone Capture/Deform, whatever.
By the way, in your original setup, if all you really wanted to achieve was the twist, you could conceivably simplify your network to be Torus > SolidEmbed > Twist.
john mariella
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Very cool. Thanks John! I didn't think of Tets as first class geometry, so this was very helpful. Overall was looking for the tools, and info in the docs, for dealing with deforming Solid objects.
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