Hi,
I am trying to find the concave hull of a set of points in Houdini.
I noticed that the bullet solver has a concave representation for colliding objects.
Is it possible to retrieve that geometry for use elsewhere?
And does the algorithm used to perform Concave representations there also work for a set of disconnected points?
Thanks
Concave Hull in Houdini
8467 9 2- Samuel G-C
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- Nima
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- Samuel G-C
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- Nima
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If you wanna have better collision representation of your objects in simulation:
1.Convert your model to VDB via VDB from polygon node.
2.Use VDB to sphere to create set of spheres which representing your model.
3.Use this geo in your dynamics simulation.
I've created a simple HIP file.
Hope this helps.
1.Convert your model to VDB via VDB from polygon node.
2.Use VDB to sphere to create set of spheres which representing your model.
3.Use this geo in your dynamics simulation.
I've created a simple HIP file.
Hope this helps.
Edited by Nima - June 22, 2017 06:05:29
- Samuel G-C
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I have also tried working with VDB's and this does give a closer representation. However, the conversion from point to VDB and then VDB to polygon seems to create an overhead I'd rather avoid.
Is there a way to bypass VDB and quickly get to the “surface.”
Surface here would mean also that the points are on that surface.
Any thoughts?
Thanks
Is there a way to bypass VDB and quickly get to the “surface.”
Surface here would mean also that the points are on that surface.
Any thoughts?
Thanks
- cgbeige
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this is what I do:
http://polygonspixelsandpaint.tumblr.com/post/157710723694 [polygonspixelsandpaint.tumblr.com]
It works a lot better for collision since you can have things skate over the surface naturally that wouldn't work for vdb method
http://polygonspixelsandpaint.tumblr.com/post/157710723694 [polygonspixelsandpaint.tumblr.com]
It works a lot better for collision since you can have things skate over the surface naturally that wouldn't work for vdb method
Edited by cgbeige - Oct. 23, 2017 18:42:59
- Samuel G-C
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- Olaf Finkbeiner
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hi there,
just add any normal to your points and use plointcloudiso
I also like: https://vimeo.com/228620264 [vimeo.com]
greetings
Olaf
just add any normal to your points and use plointcloudiso
I also like: https://vimeo.com/228620264 [vimeo.com]
greetings
Olaf
- bonsak
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If you first turn your source_particles node into a Deforming Collision object (collision tab -> deforming object) and then replace the collisionsource inside the source_particles with a vdbfromparticlefluid. Then you get a reasonable fast and accurate concave collision volume.
-b
-b
Edited by bonsak - Oct. 24, 2017 17:41:06
- Samuel G-C
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