Steffen Dünner
Steffen Dünner
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MPM Solver and small scale sims Oct. 24, 2024, 12:19 p.m.
Just started watching this brand new MPM fundamentals video https://www.youtube.com/watch?v=fDmJo3zpb1g [www.youtube.com]
And right at the start it says "...capable of simulating small scale fluids...".
Now I'm excited and will watch this.
And right at the start it says "...capable of simulating small scale fluids...".
Now I'm excited and will watch this.
MPM Solver and small scale sims Oct. 18, 2024, 7:35 a.m.
Hi there,
I'm currently simulating a piece of chocolate with a caramel filling. The chocolate breaks open and the caramel filling should ooze out while sticking to the chocolate pieces. The MPM solver sounds like a reasonable simulation method.
At first I tried building the scene at real life scale, the piece of chocolate is ~2cm wide. I built a fractured piece of chocolate, MPM colliders, a filling with a "honey" preset etc. The filling itself consists of around 500.000 particles, nothing to write home about.
The problem is that the sim is running extremely slow. Like 1 frame per minute (!!!) max.
I tried a few things but the only thing that helped was to scale up the scene by a factor of 100 so that the piece of chocolate now is more like 2m tall. The amount of particles is still at 500.000 but now the sim runs at 2-3 frames per second. What a difference!
Now the question: Is the MPM solver intended for large scale sims only or did I miss an advanced / hidden setting? I mean I can live with manually scaling up and exporting the downscaled results afterwards, but I would prefer working at the intended scale all the time.
I'm currently simulating a piece of chocolate with a caramel filling. The chocolate breaks open and the caramel filling should ooze out while sticking to the chocolate pieces. The MPM solver sounds like a reasonable simulation method.
At first I tried building the scene at real life scale, the piece of chocolate is ~2cm wide. I built a fractured piece of chocolate, MPM colliders, a filling with a "honey" preset etc. The filling itself consists of around 500.000 particles, nothing to write home about.
The problem is that the sim is running extremely slow. Like 1 frame per minute (!!!) max.
I tried a few things but the only thing that helped was to scale up the scene by a factor of 100 so that the piece of chocolate now is more like 2m tall. The amount of particles is still at 500.000 but now the sim runs at 2-3 frames per second. What a difference!
Now the question: Is the MPM solver intended for large scale sims only or did I miss an advanced / hidden setting? I mean I can live with manually scaling up and exporting the downscaled results afterwards, but I would prefer working at the intended scale all the time.
Surface Deform SOP and Piece Attribute June 25, 2024, 2:27 a.m.
Thanks a lot, it actually works!
I tried a lot of things but never to use a primitive attribute instead of a point attribute because of this in the documentation:
It clearly states "point attribute". :/
The attribute selection in the Surface Deform SOP also only offers to select the attribute if it's on points. So in the end it's not a bug but just a case of wrong documentation. I didn't use the Surface Deform before, maybe this behaviour (primitive instead of point attribute) changed some version of Houdini ago?
I tried a lot of things but never to use a primitive attribute instead of a point attribute because of this in the documentation:
It clearly states "point attribute". :/
The attribute selection in the Surface Deform SOP also only offers to select the attribute if it's on points. So in the end it's not a bug but just a case of wrong documentation. I didn't use the Surface Deform before, maybe this behaviour (primitive instead of point attribute) changed some version of Houdini ago?