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Found 2 results

  1. Hello, What I am looking to do, specifically, is set up a symmetry constraint using Houdini's finite element solver. Basically, I want the model to be free to deform along the X and Y axis, but to be fixed in the Z-Axis. I know this can be done using the RBD solver, and setting your anchor's constraint type to constrained to a plane, but I can't get this method working in finite element world. If anyone has any advice on how to set up this kind of constraint your help would be greatly appreciated!
  2. 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
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