Doum Posted March 13, 2014 Share Posted March 13, 2014 Hello guy, I'm working on a shot with an explosion. I've already simulated my rbds elements bricks,wood... and I would like to make them deform/collide with my smoke simulation done in another dopnet. My question is, what would be the best way to make these rbd(packed primitves) affect my smoke simulation? Do I have to unpacked them. Is it better to create a source volume with collision velocity ? or a static object( volume or bullet) I've tested a bit with volume, but it seem that I've to set the resolution to high to start to get some collision and the effect wasn't strong enough. I would like to hear the way experimented guys do this kind of effect, thanks Doum Quote Link to comment Share on other sites More sharing options...
Filipp Elizarov Posted March 17, 2014 Share Posted March 17, 2014 1.You can unpack your primitives - convert them to Vdb volumes (sdf) with velocity attrib option and after that you can cache them and use them as static object as proxy volumes or as source in collision mode.But if you're gonna use them in source you should name your sdf's like collision and collisionvel for velocity - vdb is the most efficient and fast method than any other else.Search on sidefx forum and here for files from Johner (VDB collision).Hope that help.Have a good day and sim. Quote Link to comment Share on other sites More sharing options...
Filipp Elizarov Posted March 17, 2014 Share Posted March 17, 2014 (edited) And one of the best method to cache RBD geometry from dop are points not pack primitives and after that you can use orient attrib to modify your static home or something else - with this method you can add extra details to static geo and copy them on sim points after.Orient is a quaternion which contain relative transformation for each piece - just convert it to matrix and multiply it to P of each piece in vop. Edited March 17, 2014 by Filipp Elizarov Quote Link to comment Share on other sites More sharing options...
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