Jump to content

Search the Community

Showing results for tags 'tets'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 1 result

  1. Hi, has anyone here in the forums used solids and the finite element solver to do large scale, production level destruction? I am doing some tests to determine whether we will be using it in a series of shots, but so far my simulations have been rather slow and unstable. My current test is a moving sphere moving through a section of a wall that has 4-5 different layers to describe the different materials (plaster, wooden beams, cement). I understand that sandwiching multiple objects together and forcing another object through is a very demanding task for the solver, so I am wondering it it is possible to simulate something like that with a reasonable turn around times? All the objects together have around 100k tets in total, I've set it to 25 substeps and 10 collision passes, in an attempt to make the simulation stable. Some frames took more than 45 minutes and even at these calculation times the simulation became unstable and ended up exploding a few frames after the impact. Is there anything obvious I am missing out in terms of simulation efficiency/stability, or is it just a matter of keep increasing the substeps? As a straight comparison I have Kali, the DMM engine from pixelux that I was using in MPC, where we were able to simulate a couple of hundred frames overnight with more than a million tets. Do you think there is such a huge difference between the two solvers? thank you georgios
×
×
  • Create New...