Dispel Posted April 13, 2013 Share Posted April 13, 2013 (edited) Hey, thank you for the quick reply, I knew about bullet not working well with small objects, but I thought I would be able to get away with centimeter scale. Oh well. I scaled up my scene and adjusted forces accordingly and I have an acceptable result I believe. There is still some jitter but it is not as bad, with less damping, and the camera will not be close to the objects very long, so I think this can work. Here is a test, hope you like. I will see how many objects I can get. 100,000 is a minimum I need, 500,000 would be best. (I am insane ) seems odforce doesn't want me uploading a file. Edited April 13, 2013 by Dispel Quote Link to comment Share on other sites More sharing options...
CeeGee Posted April 13, 2013 Share Posted April 13, 2013 You can do 500 000, this was done with old bullet SOP build http://www.igorfx.com/bullet/bullet_box_v001_02.mov Igor Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted April 13, 2013 Author Share Posted April 13, 2013 Hey, thank you for the quick reply, I knew about bullet not working well with small objects, but I thought I would be able to get away with centimeter scale. Oh well. I scaled up my scene and adjusted forces accordingly and I have an acceptable result I believe. There is still some jitter but it is not as bad, with less damping, and the camera will not be close to the objects very long, so I think this can work. Here is a test, hope you like. I will see how many objects I can get. 100,000 is a minimum I need, 500,000 would be best. (I am insane ) seems odforce doesn't want me uploading a file. You can try to change substeps too. And 500K should be OK! Quote Link to comment Share on other sites More sharing options...
Dispel Posted April 14, 2013 Share Posted April 14, 2013 Thank you both for the responses! I am doing some tests right now and I'll let you know how it goes Quote Link to comment Share on other sites More sharing options...
Dispel Posted April 15, 2013 Share Posted April 15, 2013 Is there an object sleeping threshold I can adjust somewhere? I would like to find a way to take objects at the bottom of a very large pile and turn them into zero-mass objects if they fall asleep, so that I can sim more quickly and more objects overall. Also, does the max collision pool size and max persistent manifold pool size affect performance in some way if there are more than that many objects? Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted April 16, 2013 Author Share Posted April 16, 2013 Is there an object sleeping threshold I can adjust somewhere? I would like to find a way to take objects at the bottom of a very large pile and turn them into zero-mass objects if they fall asleep, so that I can sim more quickly and more objects overall. You can check velocity! Write some expression that If $BVX, $BVY, $BVZ in absolute value is less than for e.g. 0.01 then mass is zero else mass is $BMASS. Also, does the max collision pool size and max persistent manifold pool size affect performance in some way if there are more than that many objects? I check source code and i don't use this parameters(I don't know why). But I will fix it in next beta! Quote Link to comment Share on other sites More sharing options...
br1 Posted April 22, 2013 Share Posted April 22, 2013 Hi Milan. I only see the dso for Houdini 12.1. Yet it seems to also support 12.5 from what you posted in this thread. Is there another dso for that version available here as I didn't see it in BulletSOP_2_beta_v5.zip. Thanks Bruno Quote Link to comment Share on other sites More sharing options...
br1 Posted April 22, 2013 Share Posted April 22, 2013 Ah, my bad, I just found the file in the thread. Sorry. Link for other people : http://forums.odforce.net/index.php?/topic/17085-bulletsop-20-beta-v5/page__hl__bullet__st__12 Quote Link to comment Share on other sites More sharing options...
Dispel Posted April 23, 2013 Share Posted April 23, 2013 I see tests on the internet of bullet working with GPU, and some text about it on bullets website, but no available code for it. Is there any likelihood that your SOP solver will work with a GPU someday? Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted April 23, 2013 Author Share Posted April 23, 2013 (edited) I see tests on the internet of bullet working with GPU, and some text about it on bullets website, but no available code for it. Is there any likelihood that your SOP solver will work with a GPU someday? Erwin said, that He is going to release the latest GPU code soon: www.youtube.com/watch?feature=player_embedded&v=ZkF4yMmP0R8 so, When It happens, BulletSOP will support it PS: sorry for delay with next beta, I am working on it a lot! Edited April 23, 2013 by MilanSuk Quote Link to comment Share on other sites More sharing options...
Dispel Posted May 2, 2013 Share Posted May 2, 2013 Bulletsop expired Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted May 2, 2013 Author Share Posted May 2, 2013 Bulletsop expired Yeeh I want to apologize for this stupid problem. Hack is very easy - return time back at April! I forgot that I put this code to plugin. I have removed it already from last version. So please wait on next beta. Quote Link to comment Share on other sites More sharing options...
Dispel Posted May 3, 2013 Share Posted May 3, 2013 No worries.. it is not time sensitive.. I just hope to play with the next beta soon... and crossing my fingers for GPU So far I got up to 1 million objects.. My project requires 21 million but I don't have enough RAM for it (1 million took 20 gigs of ram) Thinking about workarounds.... Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted May 15, 2013 Author Share Posted May 15, 2013 Wait for it! Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted May 15, 2013 Author Share Posted May 15, 2013 The latest beta v6: Quote Link to comment Share on other sites More sharing options...
ivan Posted June 8, 2013 Share Posted June 8, 2013 I was tinkering with the car rig, and it's just a passive cart; might it be possible to have a solver that handles rolling wheels that drive a car? Quote Link to comment Share on other sites More sharing options...
MilanSuk Posted June 9, 2013 Author Share Posted June 9, 2013 I was tinkering with the car rig, and it's just a passive cart; might it be possible to have a solver that handles rolling wheels that drive a car? I just provided basic. Of course you can apply some angular velocity(or set to zero => brakes). with constraints you can create more advance suspension, for e.g.: http://en.wikipedia.org/wiki/Multi-link_suspension Quote Link to comment Share on other sites More sharing options...
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