When I saw the new H11 sneak peak, I was shock with simulating time in “new” Voronoi-based fracturing.
So I decided implementing new features which you can see in this videos:
http://vimeo.com/13003439 [vimeo.com]
http://vimeo.com/13003567 [vimeo.com]
http://vimeo.com/13003625 [vimeo.com]
http://vimeo.com/13003706 [vimeo.com]
Read description for basic informations.
if you have questions, ask!!!
Bullet physics implementation and other stuff
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Edited by - 2010年9月20日 08:43:18
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- CeeGee
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thx
At this moment it is purely my tool and is in the final stages of development, but is not complete and I do not know if I'll share it.
Now I am preparing to create my first movie and this tool I developed for the awesome final scene where I need quick response solver to be able to simulate several situations and chose the one which most appeals to me.
For this movie, I created the Digital Assets for generating plants, comfortable and realistic driving a car, generating roads, mountains, flashes, … etc
maybe I'll share more things than this, maybe not.
At this moment it is purely my tool and is in the final stages of development, but is not complete and I do not know if I'll share it.
Now I am preparing to create my first movie and this tool I developed for the awesome final scene where I need quick response solver to be able to simulate several situations and chose the one which most appeals to me.
For this movie, I created the Digital Assets for generating plants, comfortable and realistic driving a car, generating roads, mountains, flashes, … etc
maybe I'll share more things than this, maybe not.
fsimereyBullet engine(in last version) for Houdini does not support constraints and many other features, and its further development is quite uncertain. ODE maybe not the fastest, but it is also fast and stable.
Great job
Witch difference between your solution and Bullet Engine + Voronoi fracture ?
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- fsimerey
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- cybermax
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I'm back with another video.
Use only Multijoints technology is easy to implement and fast, but the real structure of objects can not be replaced.
so I decided to make a real concrete wall with reinforcement by hit the ball.
the result is here: http://vimeo.com/13048366 [vimeo.com]
so comments what do you think …
ouu, and finally my configuration - nothing special: Q6600 + 4GB RAM(sometimes it is full … bitch)
Use only Multijoints technology is easy to implement and fast, but the real structure of objects can not be replaced.
so I decided to make a real concrete wall with reinforcement by hit the ball.
the result is here: http://vimeo.com/13048366 [vimeo.com]
so comments what do you think …
ouu, and finally my configuration - nothing special: Q6600 + 4GB RAM(sometimes it is full … bitch)
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- Ponge
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- fsimerey
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Very cool and realistic approach
There are some interpenetrations between wall pieces and reinforcement (on your video at time 2'04, in your houdini timeline frame 29 at the top of the wall).
At the bottom left, a piece is too much impacted like the one at the top left. Seems to be ODE solver with interpenetrations, isn't it ?
There are some interpenetrations between wall pieces and reinforcement (on your video at time 2'04, in your houdini timeline frame 29 at the top of the wall).
At the bottom left, a piece is too much impacted like the one at the top left. Seems to be ODE solver with interpenetrations, isn't it ?
- cybermax
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thx all
But now I'm working on a larger destruction, so this time I check the results.
Creating structures objects is quite difficult (I have to check penetration objects) so next video will not be today.
fsimereyyou're right, ODE solver is mainly a game solver, so it is fast than accurate. I could increase the oversample and I'd get a better result. Also would be useful to add Multijoints.
Very cool and realistic approach
There are some interpenetrations between wall pieces and reinforcement (on your video at time 2'04, in your houdini timeline frame 29 at the top of the wall).
At the bottom left, a piece is too much impacted like the one at the top left. Seems to be ODE solver with interpenetrations, isn't it ?
But now I'm working on a larger destruction, so this time I check the results.
Creating structures objects is quite difficult (I have to check penetration objects) so next video will not be today.
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- danilo2
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- cybermax
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I need your help!!!
In Attachment is file where is simulation of one box which has really weird behavior after collision :-)
I dont know?
Is it bug in houdini, ODE, is it real, or I have bug in my head ??
In Attachment is file where is simulation of one box which has really weird behavior after collision :-)
I dont know?
Is it bug in houdini, ODE, is it real, or I have bug in my head ??
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- CeeGee
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- cybermax
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CeeGeeThank you very much.
Maybe this can help???
I think is center of mass,
i just go inside GEO/box_object1, and insted moving center Y on box2, i use your xform.
And now everything work ok.
You're right.
I think it's not a bug.
In detail view to see the box as 8 points, but ODE reading the information from Size and Center of node. so I got to have the COG in centers of box.
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- cybermax
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Ouu, I have another problem with ODE solver.:cry:
If I created spring constraints between two objects, that these objects does not collide.
more info in attachment file.
If I created spring constraints between two objects, that these objects does not collide.
more info in attachment file.
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- cybermax
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Next video!
The last few days I work on destruction of the house(from boards, plasterboard etc…). The house is built and fragmented in many pieces, but there is a problem with the absence of collision between constraints objects(previous post).
During development I developed a new version of Mutlijoints and optimized and refined the current system.
Because the simulation of house is not complete, I decided to implement the current system to the scene with a concrete wall.
In comparison with the previous test, this is the next level. The structure in the wall was slightly changed. The result looks better and simulation for one frame is about one second faster (2 seconds per frame)!!!
So this Huge video finding here: http://vimeo.com/13140328 [vimeo.com]
The last few days I work on destruction of the house(from boards, plasterboard etc…). The house is built and fragmented in many pieces, but there is a problem with the absence of collision between constraints objects(previous post).
During development I developed a new version of Mutlijoints and optimized and refined the current system.
Because the simulation of house is not complete, I decided to implement the current system to the scene with a concrete wall.
In comparison with the previous test, this is the next level. The structure in the wall was slightly changed. The result looks better and simulation for one frame is about one second faster (2 seconds per frame)!!!
So this Huge video finding here: http://vimeo.com/13140328 [vimeo.com]
https://vimeo.com/user3251535 [vimeo.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
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https://github.com/milansuk [github.com]
- cybermax
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CeeGeeproblems, problems, problems
Maybe this can help???
I think is center of mass,
i just go inside GEO/box_object1, and insted moving center Y on box2, i use your xform.
And now everything work ok.
CeeGee: I discovered that puzzle_2.hipnc is ok only with oversamples: 10, if I set oversamples: 100 There will be a well-known old problem :-(
But is there solutions or not ?
If someone wanted to describe the problem and report bug to SESI, I would like. Now I have a lot of another work:-(
Lately I think a lot of use other software for physics (scene + Fracture I still will make in Houdini), this would also solve the problem that the simulation on my 4-core processors running at around 30% :-( and with large scenes Houdini often crashes :-(
Edited by - 2014年2月10日 08:59:34
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- cybermax
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I'm back with another video.
http://vimeo.com/13469222 [vimeo.com]
As you can see in video, I decided not to keep the ODE(reasons is in my last post), but implement Bullet solver. Its good for me to the future, because all bug is my bug, so I am the man who will fix it
I didnt programmed in C++ about two years, so it was quite a lot of memories. I must learned two SDK( HDK and Bullet), but the first results appear after a few days.
Read description of video for next information.
Good news
I decided to share scene file with concrete wall(last video), but I must describe all scene, so If you want it, you have to waiting.
http://vimeo.com/13469222 [vimeo.com]
As you can see in video, I decided not to keep the ODE(reasons is in my last post), but implement Bullet solver. Its good for me to the future, because all bug is my bug, so I am the man who will fix it
I didnt programmed in C++ about two years, so it was quite a lot of memories. I must learned two SDK( HDK and Bullet), but the first results appear after a few days.
Read description of video for next information.
Good news
I decided to share scene file with concrete wall(last video), but I must describe all scene, so If you want it, you have to waiting.
https://vimeo.com/user3251535 [vimeo.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
- CeeGee
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- cybermax
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thx
Its SOP. I think that its simple, little faster(for first frame) and more friendly for users, because DOP is different world.
So in SOP I can simple group few pieces of geometry and for this group i can change atttribute such mass, friction etc…
And Its simple for using multijoints.
Its SOP. I think that its simple, little faster(for first frame) and more friendly for users, because DOP is different world.
So in SOP I can simple group few pieces of geometry and for this group i can change atttribute such mass, friction etc…
And Its simple for using multijoints.
https://vimeo.com/user3251535 [vimeo.com]
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