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Why there is NO distributed Bullet sim?


catchyid

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Hi,

I am doing some R&D on distributed simulation in Houdini, I find that we can have distributed simulation for pyro/fluids/particles, But there is NO distributed simulation for Bullet/RBD? Is it a technical limitation (i.e. how to divide a volume between machines for example), OR it's not probable that we need one (meaning, an efficient simulation will be always enough)?

Another related question, what should I do if I want to simulate very heavy Bullet simulation? 

Thanks,

 

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I know that Artem Smirnov did something like this (you can see it at 0:30 https://vimeo.com/338885866). I believe you can use the new animation guided rbd tool and bits of python to create some rbd cluster system. As far as thoses new tools were implemented by Artem and side fx, you may find a way to do it. What he shows in his video is to make a low res sim, then split this low res sim and up res it independantly in new simulations

 

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I looked at the video and for sure this is not a normal TD work, seems lots of math and coding is involved ! Anyways, I need to carefully re-watch and get some pointers to start from (actually, he is using SVD to fill holes in FLIP liquid sheets, this is ADVANCED!)

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Yes for sure this is advanced stuff, but I think you may find useful infos in this video : https://vimeo.com/360573161

The technique he shows, I think , can be used to distribute a rbd sim when you want to up res it. To me, it seems the only way to distribute a rbd sim : make a low res simulation, split by objects, and then up res each one independantly in a new simulation

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