gosch Posted July 11, 2012 Share Posted July 11, 2012 Hi, everybody! I've made a small test of wall destruction using Bullet:Wall Destruction There is a strange behavior of some of the small pieces, as the get unexpected additional impulse after collision. What is the reason and how to avoid such a strange behavior? Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 11, 2012 Share Posted July 11, 2012 (edited) It is tough to help without checking the hip file...could you upload it, or at least a simpler version? Edited July 11, 2012 by Netvudu Quote Link to comment Share on other sites More sharing options...
gosch Posted July 11, 2012 Author Share Posted July 11, 2012 Here is the hip file! wall_destruction.hip Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted July 11, 2012 Share Posted July 11, 2012 (edited) Here is the hip file! Your drag DOP is making the sim go a bit crazier... now sure why, but it seems to be adding force. I tested with that node bypassed and it worked as expected. wall_destruction.hip I also cleaned up the network a bit, you had some extra nodes that were not needed, plus it was creating SDFs for no reason since you're using bullet. Cheers Edited July 11, 2012 by rafaelfs Quote Link to comment Share on other sites More sharing options...
gosch Posted July 12, 2012 Author Share Posted July 12, 2012 Thanks, Rafael! So, what is a proper way to dissipate energy when using bullet? Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted July 12, 2012 Share Posted July 12, 2012 Thanks, Rafael! So, what is a proper way to dissipate energy when using bullet? I'm confused as well, drag should be your guy, but I don't know why it wasn't working in this case. Smells like a bug to me. You should send your file to Side Effects and explain the situation. Cheers Quote Link to comment Share on other sites More sharing options...
rayman Posted July 16, 2012 Share Posted July 16, 2012 (edited) You can use vopforce DOP. Multiply v by mass to create consistent force for each piece. You can also multiply it by FPS if you need precise control(probably not a good idea when using substeps). To control the dissipation add another multiplication by -.1 for example. Plug this to output force and you are ready. Now each frame velocity will dissipate by 1/10 of its mag. Edited July 16, 2012 by rayman Quote Link to comment Share on other sites More sharing options...
old school Posted July 16, 2012 Share Posted July 16, 2012 Oh I forgot about the VOP Force DOP and it's internal CVEX context set up for you with nice global input and output VOPs predefined. With any Force type DOP you can create a Mask Field VOP which in turn can use a SOP Scalar Field or SOP Vector Field DOP or a Copy Data DOP to control where and how strong you want the Force effect to be, or both at the same time. A Scalar Field gives you: vector force * float scalar_mask where the SOP Scalar Field gives you control over the global magnitude of the mask field to control the effect inside DOPs. while a Vector Field gives you: vector force * vector vector_mask where the SOP Vector Field gives you control over the magnitude of the X, Y and Z field to control the effect inside DOPs. Quote Link to comment Share on other sites More sharing options...
dark_cry Posted July 21, 2012 Share Posted July 21, 2012 Hi, everybody! I've made a small test of wall destruction using Bullet:Wall Destruction There is a strange behavior of some of the small pieces, as the get unexpected additional impulse after collision. What is the reason and how to avoid such a strange behavior? Hi dude, i've dig in your hip and there are some constraints, i guess the constrainting workflow and glue pieces in sop level are built in shelf. Am i right? Could you kick me to the right direction how to the right workflow. I mean glueing peaces manually typing the prim numbers are hard job... 1 Quote Link to comment Share on other sites More sharing options...
dark_cry Posted July 21, 2012 Share Posted July 21, 2012 Hi dude, i've dig in your hip and there are some constraints, i guess the constrainting workflow and glue pieces in sop level are built in shelf. Am i right? Could you kick me to the right direction how to the right workflow. I mean glueing peaces manually typing the prim numbers are hard job... i got it Quote Link to comment Share on other sites More sharing options...
gosch Posted July 21, 2012 Author Share Posted July 21, 2012 i got it Yea, it's houdini native Glue Cluster Tool Quote Link to comment Share on other sites More sharing options...
gosch Posted July 31, 2012 Author Share Posted July 31, 2012 Rayman, oldschool thanks for tips! I've made another test of creating complex constraint network (glue, spring, pin) to achieve believable building destruction: Building Destruction Quote Link to comment Share on other sites More sharing options...
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