i have a sand sim on a plane with a central indentation for the area where my collision object will rise up from below, so there is much more depth there.
when i crank the detail (0.003 is the lowest (highest) ive gone. ) , the central area completely collapses down to about 1/20th its original height.
there are no particles falling through the ground object.
ive tried with iterations up to 5000, and dopnet substeps up to 10, with those settings its taking about half an hour per frame, and it doesnt seem to improve. this is a sim with about 8 million particles.
i cannot believe for a minute the pile is anywhere near 5000 particles deep even in the centre.
ive tried disabling mass shock, ive tried disabling constraint averaging. ive played with scale kinetic.. nothing seems to help.
attached is the file and source geometry. its set at lower settings than the maximum i tried, but still quite slow to sim, and really collaps-ey.
any help most appreciated.
sand collapsing even with very high iterations
2853 4 0- robinlawrie
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- robinlawrie
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- neighborlee72u
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- robinlawrie
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- neighborlee72u
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Just wondering, are you just using Houdini for fx or your entire project ?
I've thought about trying to phase it in, as atm I just use blender , but while its great for a certain budget, it stops being helpful ( known issue they are working on supposedly) when the viewport gets slow with higher res meshes.
Hence why I'm here , trying out new territory, and in addition , the new UE4 plugin given I'm got a sizeable project using ue4 now.
Cheers
nl
I've thought about trying to phase it in, as atm I just use blender , but while its great for a certain budget, it stops being helpful ( known issue they are working on supposedly) when the viewport gets slow with higher res meshes.
Hence why I'm here , trying out new territory, and in addition , the new UE4 plugin given I'm got a sizeable project using ue4 now.
Cheers
nl
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