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BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com).
It's a plugin for creating incredibly large rigid body simulations on average PC.
The Tool is very powerful, flexible and speed is very impressive as well as memory footprint.
The plugin is free and without limits! So you can create truly stunning massive simulations.
BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources.


Main features:
- Bullet RBD Solver
- Support for multiple Broadphases, Constraints Solvers
- Loading data from previous frame
- Geometry decomposition (Tetrahedra, Voxels)
- Static/Animation body
- Convex Hull
- Compound Hull
- Deform static Hull
- Primitive Hulls
- Constraints (auto-generating, spring, 6DoF)
- Collisions Groups
- Object Forces
- Point Radius Forces
- Delete Duplicity data
- Instancing
- Emitting system
- Includes many example scenes for studying
- Support for Windows(64bit) and Linux(64bit)
- Support for Houdini 12 & 13


Links:
Houdini: http://www.sidefx.com/
LinkedIn: http://www.linkedin....Houdini-4796605
More author's videos: https://vimeo.com/user3251535


Create freely, simulate quickly and enjoy fully!

Best wishes,
Milan Suk


BulletSOP binary is free of charge, but You can make a donation and help keep the project running. It's up to you!

btn_donateCC_LG.gif


Download BulletSOP v2.0.10 for Windows and Linux here: http://bit.do/BulletSOP_v2_0_10

Edited by MilanSuk
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For this release We added support for Houdini13, documetation(WIP) and icons - big thank you to Igor Bondar.

There is new MLCPSolver and few significant bug fixes(when you hit "ESC" key for interuption and Houdini won't update graph, ....) and a lot of minor bug fixes and speed and layout improvements!

I also added House Destruction scene: https://vimeo.com/77407481

Edited by MilanSuk
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Hi Milan!

I had try to use bullet sop with constraint like your house destruction and have some problem.

When i add Calculate mass or add less constraint max force to sim my since always crash.

I'don't know why. My Houdini always crash.

This is my since. please help me.

wood fracture crash.hip

Edited by aeroba

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I'don't know why. My Houdini always crash.

This is my since. please help me.

I checked log and looks like a bug in BulletLibrary.

You also made one mistake - It's not recommend to use grid shape(It's not closed object) like a floor object. You must use box or turn_on floor on btSolver node.

Please check attachment. It works!

wood fracture crash.hip

Edited by MilanSuk

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Hello, how can i use custom velocity forces in bulletsop?

Edited by Andre62

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Hello, how can i use custom velocity forces in bulletsop?

If you want to apply force(s) on object(s).

Look into example file to scenes "basic/forces_swirl" or "basic/forces_magnets"

Edited by MilanSuk

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Hi Milan

Thanks for the great RBD solution.

The speed of simulation is amazing! Much faster than Bullet DOP, also the constraint is very handy to use.

I am checking the example file "voroni_impact_break", and I have some questions about btLoader.

In the doc it said "btLoader Loads data from previous frame from the specified btSolver"

Since we can specity solver path in the node, what is the input plug of btLoader for?

What will happen if we plug something to the input of btLoader?

Jack

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Hi Milan

Thanks for the great RBD solution.

The speed of simulation is amazing! Much faster than Bullet DOP, also the constraint is very handy to use.

I am checking the example file "voroni_impact_break", and I have some questions about btLoader.

In the doc it said "btLoader Loads data from previous frame from the specified btSolver"

Since we can specity solver path in the node, what is the input plug of btLoader for?

What will happen if we plug something to the input of btLoader?

Jack

On btSolver You specified some "Reset Frame", so If Your frame is <= Reset Frame then btLoader copies input to ouput. And after Reset Frame it ignores input and load data from btSolver!

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HI Milan

Thanks for the awesome plugin

I recently bought iMac

i want to use your plugin on OSX

If possible can you please release it for mac also

Kind regards

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If possible can you please release it for mac also

We've worked on it already! But there are some problems with compiler settings.

So If somebody want to help, please send me email.

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SOLVED sorry

 

Hello Milan, I'm working on bulletsop for my personal curiosity and I'm stuck, because it seems to have a little bug.

 

I have a ground (grid + moutain sop) when I set my bt_build to deform it doesn't work (simulation doesn't run), and when I choose box by example, the simulation works, but collision are not perfect like deform.

 

What do you think about it ?

 

(BulletSop 2.0.10 on H 13.0.198.21)

 

Thank you very much for your help and your plug in.

gold_coins_sim_003_bug.hip

Edited by sliver

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SOLVED sorry

 

Hello Milan, I'm working on bulletsop for my personal curiosity and I'm stuck, because it seems to have a little bug.

 

I have a ground (grid + moutain sop) when I set my bt_build to deform it doesn't work (simulation doesn't run), and when I choose box by example, the simulation works, but collision are not perfect like deform.

 

What do you think about it ?

 

(BulletSop 2.0.10 on H 13.0.198.21)

 

Thank you very much for your help and your plug in.

I see that you've solved it already.

But If somebody want's to know what was wrong: You don't connect 2nd input(Shapes) on btSolver :)

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First of all. Amazing work Milan!

Do you or anyone else know if it is possible to have different forces affect specific object indexes? I've tried a few things but nothing seems to be working so far.

 

Thanks

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First of all. Amazing work Milan!

Do you or anyone else know if it is possible to have different forces affect specific object indexes? I've tried a few things but nothing seems to be working so far.

 

Thanks

Thank you!

 

Can you be more specific about what do you want to achieve?

Every force can be Central(translation) or Torque(rotation) or Both.

Of course you can apply more forces on one object, so you can create force(translation) and force(rotation) for same object with different scale!

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Thank you!

 

Can you be more specific about what do you want to achieve?

Every force can be Central(translation) or Torque(rotation) or Both.

Of course you can apply more forces on one object, so you can create force(translation) and force(rotation) for same object with different scale!

I'd like to apply forces to some objects and different forces to other objects. 

for example:

I have 50 cubes being pulled by a central force along a curve and I have 50 spheres with a magnet force along the same curve.

So I'd expect the spheres to be pushed along some of the curve by the cubes.

Does this make sense?

Edited by Mumble

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I'd like to apply forces to some objects and different forces to other objects. 

for example:

I have 50 cubes being pulled by a central force along a curve and I have 50 spheres with a magnet force along the same curve.

So I'd expect the spheres to be pushed along some of the curve by the cubes.

Does this make sense?

Sorry for late answer!

I'm not sure If I get it. But If you have moving rigid bodies and you want to apply forces from these dynamic objects to other objects(attract surrounding objects, ...). You can make this very simple. Just load/read object properties from previous frame with btLoader and then copy forces on these points(object properties).

Edited by MilanSuk

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Sorry for late answer!

I'm not sure If I get it. But If you have moving rigid bodies and you want to apply forces from these dynamic objects to other objects(attract surrounding objects, ...). You can make this very simple. Just load/read object properties from previous frame with btLoader and then copy forces on these points(object properties).

That's not quite what I meant but that's useful to know. I think my problem should be more simple than that.

I have attached a very simple adapted version of your 'forces_magnet' example to try and explain it.

I would like the corresponding colours to affect each other whilst still interacting simultaneously.

 

Thanks

examples_v12a_tb.hipnc

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