Hi,
I have been playing around with the rbd impact data export for Niagara, and I have made an optimization to the rop that you might find useful.
I was finding that the default threshold controls on the rbd_solver for controlling the impact data were not good enough for generating usable data for a big destruction sim. Adjusting Time Threshold, Impact Threshold and Distance threshold always led to a large number of points clustered in small areas.
To reduce the number I added a simple Point Cloud Find attribute vop loop within the niagara_impacts part of the niagara_rop. Basically is removes any extra points it finds that are too close to the first point that is generated.
As I am still a bit of a Houdini noob, there may be a better way of sorting the list and making the groups, but I think it might be worth adding this kind of functionality into the default rop that comes with the game tools. As an example the scene I made generated around 4000 impact events, but after the cleanup it was down to 140, which is obviously way cheaper for generating sprites in engine.
Mark
Houdini Impact Data optimization in Niagara_Rop
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