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bullet exploding woes


toadstorm

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I just can't seem to convince the bullet solver not to explode. I have some geometry that I've pre-shattered in SOPs, no clusters or anything, and I'm trying everything I can do run the sim through bullet to no avail. I want to use all the nice glue network constraints that RBD can't do, but I have no idea how to prevent bullet from exploding. I've searched through several threads saying that I need to make sure all my pieces are convex hulls, but I don't know how to iteratively generate those.

When I look at the collision geometry generated by the bullet solver, nothing seems to be overlapping, but inevitably a few tiny pieces shoot out of the simulation and then everything explodes within 2 or 3 frames of the simulation starting. I've tried increasing substeps and collision padding, and nothing changes. What can I do to prevent this from happening? I'd even suffer through RBD slowness if I could have fine control over gluing objects together, but I can't find any information on how to do that.

I'm attaching a .HIP if anyone wants to take a look and tell me what I'm doing wrong. Thanks in advance.

Using Houdini 12.5.469.

shatter.zip

Edited by galakgorr
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I've seen a few cases where Bullet doesn't deal with rapidly-changing forces very well, although that's usually been with much stronger drag forces than the one in your scene.

In this case, you probably want to try the Ignore Mass setting, which will cause all of the objects to decelerate at the same rate regardless of mass. In your original scene, it looked like the smaller pieces were tending to be the ones flying off.

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yeah drag forces are kinda strange in the latest versions...

Also in pops, when you add some mass to particles and have a single drag in there even with a scale of 0.05 no particles will move at all.

and in Dops, well it just kinda blows stuff up.... Could be useful to create explosions when the drag force is turned on only for a frame or two...

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