mestela Posted April 25, 2016 Share Posted April 25, 2016 I setup a simple scene of a packed pigs head, if I keyed the 'creation frame' parameter to be every n frames, I could emit pigs, all good. That said, performance dropped off sharply after about 10 pigs. Looking in the geometry spreadsheet I could see that it was making a new rbdpackedobject for each pig: Some trawling of the forum turned up a handy example: http://forums.odforce.net/topic/20915-emit-rbd-problem/#comment-124994 The basis of it is to have a sop solver alongside the rbd solver, add a pig every n frames, and join them together with a multisolver. This works, all the pigs remain in the single rbdpackedobject, performance stays zippy. Before I take it as verbatim though, was wondering if this is the cleanest way to achieve this? It feels a bit convoluted, most other rbd things make sense (well, a little more sense)... anyone? Scene: rbd_emit_simple_vs_efficient.hipnc Quote Link to comment Share on other sites More sharing options...
rich_lord Posted April 26, 2016 Share Posted April 26, 2016 This is the way I always do it. Would also love to know if there's simpler ways. It gets weirder when you have multiple rbd packed objects and you have to sort out which one to put the geo from the solver in. If you don't tell it not to, you'll get 1 added to each object you have.... Quote Link to comment Share on other sites More sharing options...
mestela Posted April 26, 2016 Author Share Posted April 26, 2016 cool. asked a guy at work, he's using much the same technique, so I guess this is the way to do it. I think from that same thread I linked above it talks about sending geo to specific rbd objects, using the @name attribute. Might have a play with it tonight... Thanks for confirming my suspicions! -matt Quote Link to comment Share on other sites More sharing options...
Popular Post anim Posted April 26, 2016 Popular Post Share Posted April 26, 2016 while you can perfectly use Sopsolver and do it on your own probably easier is to use POP Source, since it already has many options you may want just set Emission Type to All Geometry, then you can type creation rule (like $FF%3==0) directly in Inpulse Activation, use velocity/attribute inheritance, ids etc as well to avoid multisolver, use RigidBody Solver which uses it internally so you'll get nice pre and Post-solve inputs to plug POP Source to, simple and efficient ts_emitpacked_popsource.hip 13 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted April 26, 2016 Author Share Posted April 26, 2016 Aha! I had a feeling there'd be a neater way, thanks again Tomas! I've lost count of the number of beers I owe you... Quote Link to comment Share on other sites More sharing options...
rich_lord Posted April 26, 2016 Share Posted April 26, 2016 This is so neat! Thanks anim! I keep being told I can use POP nodes for packed prims, but it never really sinks in just how powerful that is. Quote Link to comment Share on other sites More sharing options...
mstarktv Posted April 30, 2016 Share Posted April 30, 2016 I gave this a go but ran into a problem. I'm trying to fracture the shape on collision inside of the DOP but can't seem to get it to work. It's like the Voronoi node is not seeing it as a shape, but still a point. I'm also new to Houdini, so most likely I'm just not doing something correctly. Quote Link to comment Share on other sites More sharing options...
anim Posted May 1, 2016 Share Posted May 1, 2016 just to keep it tidy Quote Link to comment Share on other sites More sharing options...
Citadel15635 Posted July 24, 2016 Share Posted July 24, 2016 (edited) In a packed prim sim, is it possible to emit packed rigid bodies and animate the scale each rigid bodies over time? So each point would emit at a scale of .1 and animated to a scale of 1 over a second or two? I believe this is with fractured rigid bodies but I would like to control the sim with pop forces. I'm attempting to create an effect of particles emit over time at a small scale, scale up while colliding nicely. Thanks in advance! Edited July 24, 2016 by Citadel15635 Quote Link to comment Share on other sites More sharing options...
ValentinD Posted November 9, 2016 Share Posted November 9, 2016 Thanks a lot for the files, it was really helpfull ! @anim > Are you forced to emit from the object that will be the rbd ? I can't figure out how to emit your torus from something else (a grid for exemple) without using @mestela's file... Also, does anyone have an idea for @Citadel15635's question about scale ? I am pretty intersted to push things that way too ! Quote Link to comment Share on other sites More sharing options...
Marcocheng Posted March 9, 2021 Share Posted March 9, 2021 Hi, I wanna know how to emit different RBD-packed objects (with different properties such as density, friction etc) with this POP source method? You can use this method (using POP to emit packed obj) with a single RBD object node. But with several RBD-packed objects can the same method applied? PS: I know I can use wrangle to create those attributes in SOP and merge them into a single Packed object. But I want to have easy control of each rbd object. Thanks! Quote Link to comment Share on other sites More sharing options...
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