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Dispel

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Dispel last won the day on January 12 2014

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  1. This was with a newly made file, in the latest production build. For mine, anyway, I can't speak for magneto.
  2. Have the same problem with cloth constraining together - it seems to happen on any constraints past the first, in both of our cases.
  3. Is there a more general solution to this when you are deleting points in an irregular manner? I have a bunch of curves crisscrossing an area, have selected some points via a group, and want to delete them, breaking the curves at that point, but they just connect from their nearest remaining points.
  4. Thanks for this thread, found it helpful to follow the discussion.
  5. goshones opinion is pretty similar to my own. The only difference is that I don't really consider nCloth to be stable (I've had plenty of production problems with its ability to handle fast-moving collisions, and for that reason, Houdini's new cloth stuff really interests me, as it is much better at handling that sort of thing without needing orders of magnitude more substeps by comparison - Or at least, it only temporarily does, since it is adaptively substepping, to the best of my knowledge. Not much else to add.
  6. Apparently cloth thickness can only be manipulated on both sides at the same time according to the visualization. It makes it a little awkward to make a thick object, as I might want to make only the outside or only the inside thicker. Further, the thickness only *appears* to apply to the inside of the object at the moment. The visualization shows it getting thicker on both sides, but a collision on the ground will show the bottom-most polys clearly penetrating the groundplane. (Take my file above, loaded into 13.0.288 as an example) Further, the results generated from the sphere with a 1.0 and a 0.1 thickness are not terribly dissimilar, (but are at least quite different from the default thickness, which is very good) and still collapses more than one would expect it to given it's supposed thickness according to the visualization.
  7. 13.0.288 version appears to make at least a solid difference. It's not perfect, but it's much better than before. Hopefully good enough for the real thing. frescalus, that option doesn't exist for cloth objects. Or if it does, I can't find it anywhere obvious.
  8. Always one update behind Doh. Will give it a try when I get back this evening.
  9. Here's an example file.. By frame 60 it has pretty much collapsed completely, despite cloth thickness of 0.1 collapsiball.hip
  10. build 13.0.237.. So I am trying to setup a more complicated sim, but as a base I'm just testing one thing. So I take an object, make it a cloth object, lay down a ground plane, gravity/collisions etc all working fine. If I set visualize thickness on, and adjust cloth thickness, I see the visual feedback. However my object is collapsing as if there is that visualized thickness is not present whatsoever. Something i'm doing wrong? At default parameters it acts this way, though I tried messing with some other things to make sure I wasn't being stupid.
  11. 1 million boxes being smashed (100x100x100) when I was playing with an earlier version a few months ago.
  12. Dispel

    Sand/Dirt sim

    Fair enough. It seems to be verlet-based and single-thread, which seems amazing to me...
  13. Dispel

    Sand/Dirt sim

    Just spitballing here, but I'm wondering if anyone has achieved results similar to these for sand and dirt type simulations. This is from a Blender python script, apparently...
  14. Yeah, that looks like a good description of the problem.. Damn. I don't have a good way to switch to Linux for the time being.
  15. So when I'm handling an intense dops sim.. Lots of objects, lots of particles, lots of voxels, whatever.. Inevitably I get to a point where I want to do a large and long simulation. Sometimes these use up all of my systems RAM. Stopping the sim, going to the cache manager window, and clearing all can help, but it will never get all of my systems RAM back. Having the SOP cache settings to the highest culling level can help with SOPs caching issues involving lots of objects, but it has a minimal effect as well. It also doesn't seem to matter what I set my DOPs memory limit to, and even if I'm writing out caches to disk, my RAM usage will still skyrocket, eventually surpass my systems limit, and crash. If however, I stop the sim every X frames, save, quit houdini, reopen, and start the sim again from where I left off, all my systems RAM will be cleared and I can continue efficiently. Why is this, and what can I do to get around this strange caching behavior?
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