Yon Posted September 9, 2016 Share Posted September 9, 2016 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 Quote Link to comment Share on other sites More sharing options...
Yon Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) 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 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 September 9, 2016 by Yon Anadeyo 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.