Graeme Posted July 21, 2016 Share Posted July 21, 2016 (edited) Hi there!! I have been using odforce for a while now, but this is my first post! I have just been playing with cloth tearing using the SOP Solver to calculate stress by analysing the distance between points and removing them based on a threshold. Just did it for fun! Any thoughts, comments or opinions would be great! Or maybe it will help someone... HIP file is attached. cheers G stressTest_GraemePhillips.hipnc Edited July 21, 2016 by Graeme Because I can 2 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 21, 2016 Share Posted July 21, 2016 (edited) I didn´t check your file yet, but the test looks like a very nice start. I would like to know what´s the difference on speed between "nearpoint" and a point cloud system. That could be a very important factor for an optimized tool, since your scene is kinda slowish in my system. At some point I think any system for this kind of effect should have some sort of complement at shading time to account for small strands on ripped areas. Edited July 21, 2016 by Netvudu Quote Link to comment Share on other sites More sharing options...
Graeme Posted July 23, 2016 Author Share Posted July 23, 2016 On 7/21/2016 at 8:49 PM, Netvudu said: I didn´t check your file yet, but the test looks like a very nice start. I would like to know what´s the difference on speed between "nearpoint" and a point cloud system. That could be a very important factor for an optimized tool, since your scene is kinda slowish in my system. At some point I think any system for this kind of effect should have some sort of complement at shading time to account for small strands on ripped areas. Thanks for your comments! I think it is currently really slow because I turned the collision steps up way too far. I wanted nice self interaction, but it is running way to slow as a result. It would be interesting to try the pcopen method though, I might give that a shot. cheers. G Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 23, 2016 Share Posted July 23, 2016 Whatever else we conclude, we at least know you know how to properly name parameters! 1 Quote Link to comment Share on other sites More sharing options...
animatrix Posted July 23, 2016 Share Posted July 23, 2016 On 2016-07-21 at 6:49 AM, Netvudu said: I didn´t check your file yet, but the test looks like a very nice start. I would like to know what´s the difference on speed between "nearpoint" and a point cloud system. That could be a very important factor for an optimized tool, since your scene is kinda slowish in my system. At some point I think any system for this kind of effect should have some sort of complement at shading time to account for small strands on ripped areas. nearpoint is just a shortcut, not a different implementation. 1 Quote Link to comment Share on other sites More sharing options...
Graeme Posted July 24, 2016 Author Share Posted July 24, 2016 10 hours ago, Farmfield said: Whatever else we conclude, we at least know you know how to properly name parameters! ha that was my cheeky celebration at about 1am when it finally worked. Quote Link to comment Share on other sites More sharing options...
Graeme Posted July 24, 2016 Author Share Posted July 24, 2016 9 hours ago, pusat said: nearpoint is just a shortcut, not a different implementation. Awesome! great to know, thanks! Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 25, 2016 Share Posted July 25, 2016 On 23/7/2016 at 11:38 PM, pusat said: nearpoint is just a shortcut, not a different implementation. meaning nearpoint calls a pointcloud? Interesting! I didn´t know that. Quote Link to comment Share on other sites More sharing options...
animatrix Posted July 25, 2016 Share Posted July 25, 2016 4 minutes ago, Netvudu said: meaning nearpoint calls a pointcloud? Interesting! I didn´t know that. Yes exactly. Quote Link to comment Share on other sites More sharing options...
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