Bullet physics implementation and other stuff

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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!!!
Edited by - 2010年9月20日 08:43:18
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cybermax great work, realy good stuff…

Multijoints are great.

Are you going to share this stuff maybe, or its yours in house tool?

Thanks
Edited by - 2010年7月1日 12:22:37
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Great stuff! Thanks for showing what you've accomplished!

Yes, is this a sharable tool? How much of it uses the HDK?
I'm o.d.d.
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Great job

Witch difference between your solution and Bullet Engine + Voronoi fracture ?
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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.

fsimerey
Great job
Witch difference between your solution and Bullet Engine + Voronoi fracture ?
Bullet 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.
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cybermax
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.

A making of this movie perhaps ?
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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)
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The concrete wall example is awesome. Very very cool!
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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 ?
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thx all

fsimerey
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 ?
you'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.

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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Hi!
Your effects are really good!
Have you implemented these additional effects to ode in HDK or other way in houdini?

Thank you
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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 ??

Attachments:
puzzle.hipnc (120.4 KB)

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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.

Attachments:
puzzle_2.hipnc (121.2 KB)

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CeeGee
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.
Thank you very much.
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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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.

Attachments:
ode_spring_problem.hipnc (146.7 KB)

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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]
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CeeGee
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.
problems, problems, problems

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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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.
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cybermax nice bullet work, this will be great when you finish with all stuff.

This is Bullet in SOP, not in DOP?
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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.
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