breadbox Posted March 31, 2014 Share Posted March 31, 2014 I'm trying to use the latest POP's in DOP workflow to create a particle sim with RBD bullet on top to create particles that collide with themselves. my particle instances will be fairly spherical.. a default "sphere" collision may work. but lets assume whole hog for the moment. I sort of understand the workflow to create a RBD fracture object and then in the DOPS use POP forces to drive the movement of the objects... But I don't want to start with a "fixed" number of copies. What if I want to start with a source pop and use a RBD solver to prevent SELF collisions? This way the particles will birth from an object in the normal way and they will bounce off one another when forces push them around? should be fairly simple right? Quote Link to comment Share on other sites More sharing options...
breadbox Posted April 1, 2014 Author Share Posted April 1, 2014 I just saw this thread and my heart sank.... http://forums.odforce.net/topic/17614-particle-self-collision/ say it ain't so??!... I cant believe when a software as awesome as Houdini gets beat out by other apps (maya nParticles). It seems like this should be default built in behavior. I'm not sure c4D might even have this capability out of the box. I checked this also: $HFS/houdini/help/examples/nodes/dop/rbdpointobject/popswithrbdcollision.otl But it doesn't seem to work if you want to generate NEW particles each frame. All the points must be copy from the beginning which is kind of a deal breaker. Quote Link to comment Share on other sites More sharing options...
bandini Posted April 1, 2014 Share Posted April 1, 2014 I show how to do this in Houdini 12 (old particle system) by hacking the rbd point object to become a particle emitter. https://cmivfx.com/store/564-Houdini+Particle+Morphing+Effects Same technique should still work, but might require some tweaks. Quote Link to comment Share on other sites More sharing options...
breadbox Posted April 2, 2014 Author Share Posted April 2, 2014 That's a cool technique. I'm extremely happy to see this. It's a little bit cumbersome, but not totally unreasonable. Drawbacks are the network gets tossed around between different contexts, and the particle forces ALL need to be applied as DOPforces, or custom VOPforces. I wonder if this could be updated with H13, using new particles and a multisolver so that new POPForces would work, such as POP axis force. That would be so awesome! Quote Link to comment Share on other sites More sharing options...
bandini Posted April 2, 2014 Share Posted April 2, 2014 (edited) I think the way to do this now in H13, which would be much more efficient and simulate faster, would be to use a multisolver setup with RBD solver and SOP solver. Have the sop solver generate the particles, assign geometry to them, and store them as packed primitives. Then send that data into the simulation as a RBD packed object, rather than the RBD point object (which creates a new DOP object per point - far less efficient than the RBD packed object is in H13 for large data sets). And, as a bonus, since the packed data is just points, the POP force dops should work on them. If I have some time tomorrow or the next day I will see if I can set that up and post it here. -Adam Edited April 2, 2014 by bandini Quote Link to comment Share on other sites More sharing options...
Doum Posted April 2, 2014 Share Posted April 2, 2014 If I remember well,I think the file in this link can be an exemple of how to emit packed primitive with multisolver http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31051&highlight= cheers Doum Quote Link to comment Share on other sites More sharing options...
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