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Rafal123

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Cool videos, but I didn't see any detailed info about how it all works other than wild claims that you just model something and off you go. Granted, that may be true... but experience tells me that there's a little more to it than that.

Cool videos though :)

M

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There's some pretty good stuff in there. I can imagine doing a lot of that stuff in DOPs, but I don't even want to think about the sim times.

http://www.tsnstudios.com/FXItemDetails.aspx?id=23

I noticed the sims are based mostly on boxes though they mentioned they blasted a tree trunk into splinters which was shown in the demo reel.

Maybe splintering is just an effect of the dynamic glue? IE, maybe boxes share a higher glue relationship with boxes above and below them than with those to their sides, so that when the object fractures, objects have a tendency to break off in vertical columns (as if splintering)? Just a thought.

I do like that it looks as though some of their dynamic glue might not be entirely rigid. It seems like there's a little bit of a spring-like flexibility to that relationship. Check out the strands of boxes that break off in this one: http://www.tsnstudios.com/FXItemDetails.aspx?id=25

I'm not aware of any way of getting that kind of flexible glue setup on fracture objects in DOPs: Either objects are glued and are bound by each other's motions exactly, or their glue connection breaks and they don't have any sort of binding at all.

Edited by Vormav
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Their website says 'relegating "pre-breaking" and "digital glue" to aspects things of the past.'

So my guess is they don't use glue setups as one would use in Houdini.

Maybe the name of their technology "Extreme Loading" can give us some clue.

Maybe it has to do with the forces they apply to the geometry.

There's some pretty good stuff in there. I can imagine doing a lot of that stuff in DOPs, but I don't even want to think about the sim times.

http://www.tsnstudios.com/FXItemDetails.aspx?id=23

Maybe splintering is just an effect of the dynamic glue? IE, maybe boxes share a higher glue relationship with boxes above and below them than with those to their sides, so that when the object fractures, objects have a tendency to break off in vertical columns (as if splintering)? Just a thought.

I do like that it looks as though some of their dynamic glue might not be entirely rigid. It seems like there's a little bit of a spring-like flexibility to that relationship. Check out the strands of boxes that break off in this one: http://www.tsnstudios.com/FXItemDetails.aspx?id=25

I'm not aware of any way of getting that kind of flexible glue setup on fracture objects in DOPs: Either objects are glued and are bound by each other's motions exactly, or their glue connection breaks and they don't have any sort of binding at all.

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DOP - Dynamic OPerators, this is a subset of Houdini or one if its contexts designed for dealing with dynamic simulations such as rigid bodies, soft, wire, fluids etc. Here you have more info on SESI web site:

http://www.sidefx.com/index.php?option=com...&Itemid=266

hope this helps.

cheers,

sy.

Edited by SYmek
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Hi Rafa,

May I ask how you came to find our site? Also, maybe this is a dumb question, but what is a DOP? :blink:

Thanks!

Hi ShotgunFungus,

First of all, welcome to od[force]!

Now that you found us and Houdini :), maybe you can look into integrating your solver into Houdini. That will be very very cool! B)

Also, if you don't mind, can you explain what exactly does your tool do? We certainly don't mind an in-depth reply. ;) I guess if you can answer our questions above, that will be greatly appreciated!

Thanks!

Cheers!

steven

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yeah i would be interested to know as well.

do you guy's "rebuild" a model or do you guy's cut "up" a model.

how long are the simulation times on these video's ?

also it seams like you guy's are blowing up stuff that is either rectangular ore cylindrical.

Is there also a video around of a teapot being blown up for example to show how you guy's deal with more organic objects ?

It looks like a interesting tech you guys build there !

Edited by Tamis
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Thank you everyone for the compliments and the warm reception.

I'd be glad to address all your questions, please excuse me in advance for any delays as my time is short these days.

First off, we achieve our effects by utilizing an advanced engineering method. This new method was developed for homeland defense applications by our sister company, Applied Science International (ASI). To learn more about the science (extremely dry and high-level stuff) you can visit their website: http://www.extremeloading.com

Our software is standalone, and there are plans to integrate it's solver into a popular 3D package, but will require a strategic partnership and some development, so if any of you have tangible connections with Houdini, I wouldn't mind talking to you. ;)

Currently you can model within our software, or exchange information via and import/export ability. Simulation times are impacted by a number of factors, perhaps an example from our website would help. http://www.tsnstudios.com/FXItemDetails.aspx?id=38 This simulation took me 10mins to setup and an hour to run. It contains brick, concrete, and steel elements, all reacting according to their material properties. Notice the secondary reaction with the thin steel frame in the upper-left corner of the wall.

In our case, the blockyness you see is a result of using larger element sizes. The fewer elements, the faster the simulation, which is invaluable for previs capabilities. Thus, the cracking and separation of objects becomes more real with smaller elements, and things will look less blocky. I do like the idea of simulating a teapot; will work on that! You might notice in the demo reel a "vase drop", it's a similar concept, albeit a year old and now we have better capabilities.

I'd like to bring your attention to a new "About Us" page that we just recently put on our site, which maybe some of you haven't seen: http://www.tsnstudios.com/AboutUs.aspx

And another forum where I've been fielding questions at the CG Society: http://forums.cgsociety.org/showthread.php...age=1&pp=15

I'm also working on a FAQ page to be added to the TSNS website in the coming week. This technology is state-of-the-art and quite new, so there are many questions to answer.

Thanks again everyone for getting this discussion going, lets get the word out! :lol:

Dave

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TSNStudios will be at SIGGRAPH 2008!

Join us in Los Angeles in August for the highest quality, most timely educational experiences the community has to offer, presented by the most powerful and most engaging leaders in computer graphics and interactive techniques.

We won't have a booth, but our people will be networking the entire week, keep an eye out for them, or setup a meeting ahead of time through the TSNS website.

See you there! :)

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I still don't understand how this system works, what is so different from other systems? :huh:

It is faster?

It can simulate more accurately?

And whats up with the cube look of the chunks? do you use some kind of tool to brake up the geometry based on voxols?

Is it pure simulation in all those video's on your website? or are these examples done by having different forces influencing different groups of geometry data?

In short, what makes this different from other physics solvers ?

Will there be some kind of trial version of this or maybe a standalone application that only show the scenes of the demo real so we can see what the simulation times are with this system.

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