evanrudefx Posted October 2, 2017 Share Posted October 2, 2017 (edited) When ever I dive into my dop network, this weird piece of geometry shows. I have no idea what it is or why it's there. You can see in the second picture I hid everything but it still shows. The last picture is what happens when I try deleting it. It doesn't show when I exit the dop network. What can cause this? It happens when ever you add a pyro solver to a rdb simulation. In my included file, go into the dop network and you will see the same problem. The last photo is what it should look like. Thanks why.hipnc Edited October 2, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 2, 2017 Author Share Posted October 2, 2017 (edited) edit: scene why.hipnc Edited October 2, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Atom Posted October 2, 2017 Share Posted October 2, 2017 Yeah, your scene is messed up. That lump is your RBD Object. I deleted the entire RBSSolver chain inside the DOP network then I also deleted the DOP Import on the sphere object. I selected the sphere and added back to the simulation as a RBD object and everything works fine again. Sometimes it is easier to just rebuild the scene. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 2, 2017 Author Share Posted October 2, 2017 (edited) 29 minutes ago, Atom said: Yeah, your scene is messed up. That lump is your RBD Object. I deleted the entire RBSSolver chain inside the DOP network then I also deleted the DOP Import on the sphere object. I selected the sphere and added back to the simulation as a RBD object and everything works fine again. Sometimes it is easier to just rebuild the scene. How can the lump be the rbd object? Turn on display geometry on the RDB packed object, and you will see the correct sphere show and shatter. The reason that I turned off display geometry is so you can see it the lumpy mess behind it. Everything works fine, its just that weird geo shows. Edited October 2, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Skybar Posted October 2, 2017 Share Posted October 2, 2017 It's the volume representation of that object, that is what the pyro solver will see and collide with. Not sure why it shows up like that with no way to control it, but I probably have never done packed bullet and pyro in the same sim. You can see it in the Geometry Spreadsheet under sphere_object1/Geometry/Volume that it's in fact "there", and not just a ghost. 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 2, 2017 Author Share Posted October 2, 2017 9 minutes ago, Skybar said: It's the volume representation of that object, that is what the pyro solver will see and collide with. Not sure why it shows up like that with no way to control it, but I probably have never done packed bullet and pyro in the same sim. You can see it in the Geometry Spreadsheet under sphere_object1/Geometry/Volume that it's in fact "there", and not just a ghost. That makes sense. If you use a fractured object instead of packed object, that weird geo doesn't show. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 2, 2017 Author Share Posted October 2, 2017 I guess i just ignore it then? Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted October 2, 2017 Share Posted October 2, 2017 (edited) Do you want the rbd to react to the pyro? If no, the usual workflow is to cache the rbd sim, create a volume representation (the collision source node does it easily) and then use that as a static deforming collider in the pyro sim You can ignore it if you don't mind the pyro colliding with that. Usually you want a better collision Check this, I'm doing the two sims at the same time but in different dopnets. If you turn off the advect from volume you'll get what you would get if you just cached it bullet_pyro_col_odf.hipnc Edited October 2, 2017 by vtrvtr Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 2, 2017 Author Share Posted October 2, 2017 in my actual scene the shattered peices are emitting smoke. I do not care about collisions. Quote Link to comment Share on other sites More sharing options...
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