Whatsinaname Posted July 2, 2014 Share Posted July 2, 2014 (edited) I want to emit smoketrails from pieces I created using a Voronoifracture. However, it seems like impossible getting the sim completely stable, there is always something flying off too rapidly or exploding. I was thinking about creating something like a VOPSOP that checks if an element is above a certain velocity and if so, limits this velocity in order to prevent those explosions or maybe kills those exploding elements/ elements taht are outside a certain bounds. My problem is I do not know where or how to create such a VOP in DOPs/ Bullet context. Does anybody have an idea how to achieve that? EDIT: Something strange (maybe anybody has an idea why): I created the geometry for those pieces using some cookie operations. After the cookie, I added a Remesh SOP, then turned this into a VDB, scattered points into that VDB and finally fed that into the Voronoi. Using the Remesh, there were always some pieces going nuts in the Bullet sim. After deleting the Remesh, it works like a delight. Edited July 2, 2014 by Phlok Quote Link to comment Share on other sites More sharing options...
dark_cry Posted July 3, 2014 Share Posted July 3, 2014 You would get clear answer if you posted your hip. Quote Link to comment Share on other sites More sharing options...
rayman Posted July 3, 2014 Share Posted July 3, 2014 wire bullet solver to multi solver and add sop solver with wrangle inside or just Geometry Wrangle DOP and add similar code: float maxSpd = 5; float crSpd = length(@v); if(crSpd>maxSpd){ @v = normalize(@v)*maxSpd; } small pieces sometimes go crazy, but there are some fixes in newer builds. worth to check 4 Quote Link to comment Share on other sites More sharing options...
wateryfield Posted July 3, 2014 Share Posted July 3, 2014 rayman have give you a useful answer. If you want kill the piece,you can use : removeprim(0,@primnum,1); I have a simply HIP you can take a look. velocity_limit.hip 1 Quote Link to comment Share on other sites More sharing options...
old school Posted July 4, 2014 Share Posted July 4, 2014 Bullet doesn't like RBD pieces with very small masses. Sometimes clamping mass to a fixed small limit will help with the pieces that accelerate out of control. Clamp in the same Wrangle operator. This in combination with keeping the velocities in check. For packed prim Bullet sims, I use again the MultiSolver DOP but use the POP Wrangle DOP as it is a bit more convenient to manipulate the point packed prim attributes. 1 Quote Link to comment Share on other sites More sharing options...
ranxerox Posted July 7, 2014 Share Posted July 7, 2014 use a vopforce dop to reduce your velocities and torque. Multiply by mass to normalize your drag. You can also add a mask input (as second parameter to vopforce drag) to limit where you want the drag to work. -G 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.