shrifazmy Posted February 5, 2016 Share Posted February 5, 2016 Hi am trying to make this pyro sim but i have a problem with the geometry collision here is a screen shot This white objects is an animated alembic objects its moving something like a tentacles i used the volume collision but its not use the same shape for the object it only use the boundary box of the geometry as you can see i think i miss something with setup how i can achieve the effect here is a screen shot of my setup for the collided objects and here on the sim network Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 5, 2016 Share Posted February 5, 2016 You probably need to put an Unpack SOP after the alembic import. By default it imports as Packed Alembic, and not polygons. Quote Link to comment Share on other sites More sharing options...
shrifazmy Posted February 5, 2016 Author Share Posted February 5, 2016 actually am using load as houdini geometry but i gave it a try but still same nothing changed as you can see here still collide withe bounder not the shape Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 5, 2016 Share Posted February 5, 2016 It's really hard to say. Make a small example file showing the issue and we can help better. Quote Link to comment Share on other sites More sharing options...
shrifazmy Posted February 8, 2016 Author Share Posted February 8, 2016 Ya i know and i wish if i can send a sample but the alembic file is huge and when i try to replace it with mesh its not the same effect any way i think i catch the reason of my problem but i cant figure a solve yet my problem is here with fluid source node i need a high division size so i can get the correct volume shape but this will slow my sim i was thinking to replace it with vdb nodes but i dont no how to achieve this Quote Link to comment Share on other sites More sharing options...
LukeLetellier Posted February 8, 2016 Share Posted February 8, 2016 (edited) One thing I'm noticing is that you're piping the collision volumes right into your pyro solver instead of using Rigid Body Static objects, which is a lot easier to setup. See attached file. - Use a VDB from polygons to convert your geometry to a VDB; adjusting the resolution so that the shape is well defined. - After selecting the parent node that holds that geometry/VDB, use the Static Object shelf tool to setup the rigid body DOP nodes for you. - Go into the DOP network, and on the Static Object node go to Collisions Tab --> RBD Solver Tab --> Volume Tab, and make to "Mode" is set to Volume Sample. This ensures that the VDB you created is used for the collsiion geo. - Also make sure you check "Use deforming Geometry" in the Static Object node to ensure that the tentacle movement is recognized. RigidBody_Obstacle.hiplc Edited February 8, 2016 by LukeLetellier Quote Link to comment Share on other sites More sharing options...
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