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RBD Bug or am I missing something?


zdimaria

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Hello

I have an object, that I fractured by scattering points and then feeding those into a Voronoi Fracture SOP. They are being grouped into the default piece*, inside and outside. I then cached this geometry to disk. I then bring this object into a dopnet with RBD Glue Object DOP, with the group mask set to piece*.

My problem is, whenever I run this sim, random pieces will stay together throughout the sim. And I dont mean glued together. These pieces are not adjacent, and can be on the opposite sides of the original geometry.

It might be hard to see in these pictures, but these two pieces are definitely not touching. This is one example of what I am talking about, but this has happend across multiple sims, with different objects.

I'm too new to say that this is a glitch, but I just cant seem to figure out what I'm missing.

Zak

post-6811-132010091218_thumb.jpg

post-6811-132010091933_thumb.jpg

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I have, and have had the same problem. I am also not ROPing it out, just geo -> scatter -> voronoi fracture -> filesop. then file-> rest ->dopimport -> file (to save simed geo out). I know if I used the shelf tools after bringing it in as a bgeo.gz to make it a rbd glue object, it doesnt understand that I've already fractured it, and trys to again. But I'm setting up the dopnet by hand.

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I am pretty sure the pieces that are sticking together but should be separate are in the same piece group. This have been caused by that the site point for the voronoi have been positioned in such a way that both the separate pieces belongs to it. Turn on the visualization of the voronoi fracture and change the seed of the scatter until they have different color. Alternatively use a higher res fog volume to make sure that the points are only being scattered inside the actual geometry.

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I have, and have had the same problem. I am also not ROPing it out, just geo -> scatter -> voronoi fracture -> filesop. then file-> rest ->dopimport -> file (to save simed geo out).

Well, yeah, you use file sop to write your geo on disk, which is basically what ROP output does, ;) so, what if we get rid of the file node?just bypass it.

I know if I used the shelf tools after bringing it in as a bgeo.gz to make it a rbd glue object, it doesnt understand that I've already fractured it, and trys to again. But I'm setting up the dopnet by hand.

you mean when you select your fractured object and then select the rbd glue object from the shelf tool, it doesn't work?

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Thanks for the replys, sorry it took so long to get back - I've been trying everything I can think of but these sims take quite along time.

I am pretty sure the pieces that are sticking together but should be separate are in the same piece group. This have been caused by that the site point for the voronoi have been positioned in such a way that both the separate pieces belongs to it. Turn on the visualization of the voronoi fracture and change the seed of the scatter until they have different color. Alternatively use a higher res fog volume to make sure that the points are only being scattered inside the actual geometry.

The pieces are all in their own groups, and the points are only scattered inside the geometry.

I think what is happening, although I could be entirely wrong, is that an RBD Fractured Object just makes a bunch of rbd objects (pieces) glued to one big idea object. As collisions happen, they fall off of this object, instead off off of eachother. Is this correct or am I still very mistaken?

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When using glue with RBDs in Houdini, each object can only be glued to one other object. The RBD Glue Object glues all of your pieces to a place holder, not to their neighbors, as you were expecting. This can cause pieces that are not touching to be glued together, since they are both glued to the same place holder object.

If you jump inside the RBD Glue object, you can actually see an Empty Object and an RBD Fracture Object, with the glue on the RBD Fracture Object set to the empty object.

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  • 2 weeks later...
  • 1 year later...

You can try using a glue constraint network instead of the RBD Glue object. This will cause your rbd pieces to actually be stuck to their neighbors instead of an invisible placeholder. This was added in houdini 12.0, which I believe came out after the discussion in this thread.

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Hi,

When using the glue constraint network you will need to turn off the glue in your rbd fracture object. Your root object (box_passive) then needs to be included in the glue constraints network as well.

If you don't (turn off the glue) then there is always the chance that some pieces will still be attached to your box_passive object. The fact that they are not adjacent is then irrelevant.

I have attached a fixed file with these things working.

Cheers, Rog.

buggy_RBD_glueConstraint_fixed.hipnc

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