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RBD Optimization


Yon

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Hi,

Does scale have a big impact on your RBD simulation time, similar to pyro?

I saw the memory of a geo was the same at x.1 scale. I thought because it is not a volume, scale doesn't increase your sim time that much.

I have a model that I broke into about 20 different parts and fracture/constraint/packed separately. This is common and what should be done right? As opposed to running your whole model through one voronoi. Because I stopped my sim at frame 1 at 4:00 without constraints and poly reduced to %5.

And am trying to find some answers.

How many pieces is considered alot for one standard 16 thread 32gb workstation?

Thanks if you can help

 

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ran a test, scale makes next to no difference

the amount of packed fragments showed a difference

my scene has 62.6k packed fragments so I guess I will have to drop the for each fracturing :lol:

 

edit: the problem was I brought my cached centroids into a sop solver and used a simple tool to swipe color and set that to @active and attribute transfer...totally killed the sim. beware of modifying active attribute in dops - only do it if you need it based on a event in simulation

Edited by Yon Anadeyo
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