Jordan Walsh Posted May 21, 2013 Share Posted May 21, 2013 Imagine you have a pile of random tiles that you want on the ground setup so they are not penetrating each others mesh (the mesh may not just be square, could be broken tiles). Is there a way to set this up without dropping them all from a height in dops and simulating them settle? Hopefully a faster way to do it! Quote Link to comment Share on other sites More sharing options...
goldleaf Posted May 21, 2013 Share Posted May 21, 2013 You could run an rbd sim with no forces, and a time offset sop, and only cook one frame. Shouldn't be too hard to wrap into a digital asset too. Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted May 21, 2013 Author Share Posted May 21, 2013 Im not sure I understand. If you had no gravity in the sim how would they settle? I was kind of wanting a way to to it without a sim. Quote Link to comment Share on other sites More sharing options...
goldleaf Posted May 21, 2013 Share Posted May 21, 2013 Ah, sorry about that, I misunderstood. I thought you just wanted to resolve any remaining penetrations for already stacked models, whether they were stacked by a sim or hand placed. Quote Link to comment Share on other sites More sharing options...
bloomendale Posted May 21, 2013 Share Posted May 21, 2013 it is some sort of packing problem and i think rbd sim is the simplest way to do it) look at what we have to do to pack simple spheres of different size. And you want to "pack" tiles.. even broken ones.. Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted May 21, 2013 Share Posted May 21, 2013 This would be a good use of the Solver node in a SOP network. A rigid body simulation is another option, probably easier than using the Solver node but wouldn't provide as much control over the results. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted June 5, 2013 Share Posted June 5, 2013 Just curious, but what's stopping you from using a sim? Quote Link to comment Share on other sites More sharing options...
old school Posted June 5, 2013 Share Posted June 5, 2013 You can set up a quick RBD solver engine sim to do this and use the Resolve Penetration parameter on the Rigid Body Solver DOP. Set the Resolve Penetration value to anywhere from half of the objects to all of the pieces you anticipate interpenetrating. Then continue to run the sim until the pieces start to settle again or get to where you like it. The first frame of the sim from 1 to 2 can solve all the interpenetrations if you set Resolve Penetration high enough. Or run a few frames and let things sort out for themselves. Less energy that way. This technique works even better if the pieces are roughly in place with not too much penetration as the movement of the pieces to solve the interpenetration are forces that will carry in to the next frame of the simulation. Here's a worst case where multiple objects are severely interpenetrating with each other. On frame 2, the penetrations are resolved and by frame 6 pieces are settled down enough to call it a day. Frame 1: Frame 2: Frame 6: resolve_interpenetration_settling_boxes.hip.zip 2 Quote Link to comment Share on other sites More sharing options...
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