evanrudefx Posted June 9, 2021 Share Posted June 9, 2021 Hello, For some recent freelance work I have received geometry from modeling which will interact as a collider for some smoke simulations. The geometry (as often is the case it seems) isn't properly closed up in areas that are not rendered. I assume modeling thinks if something isn't being rendered the topology isn't important. It's difficult to set up sdf collisions for pyro because everything is open. Any advice for how to deal with this? Is there some alternative to pyro collisions that do not require sdf's, or do I just need to close everything up. I feel like I would spend more time fixing the geometry then doing the simulation : ) Thanks Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 9, 2021 Share Posted June 9, 2021 polycap (or fill) + pray hard it works ? Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 9, 2021 Author Share Posted June 9, 2021 3 minutes ago, Noobini said: polycap (or fill) + pray hard it works ? haha, unfortunately that doesn't work in this case Quote Link to comment Share on other sites More sharing options...
DaJuice Posted June 10, 2021 Share Posted June 10, 2021 Have you tried the Convex Decomposition SOP? It can close up holes, at the cost of sacrificing some of the original shape if you push too hard on Max Concavity. 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 10, 2021 Author Share Posted June 10, 2021 15 minutes ago, DaJuice said: Have you tried the Convex Decomposition SOP? It can close up holes, at the cost of sacrificing some of the original shape if you push too hard on Max Concavity. 1000 iq move, lol. I will give that a shot Quote Link to comment Share on other sites More sharing options...
ikoon Posted June 10, 2021 Share Posted June 10, 2021 This might help, in some cases. Divide SOP, Remove Shared Edges, and then Fuse with original. At least Divide SOP might expose to you, where the holes are, and take care of them separately? 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 10, 2021 Author Share Posted June 10, 2021 oh nice, I will try that Quote Link to comment Share on other sites More sharing options...
paranoidx Posted June 10, 2021 Share Posted June 10, 2021 SDF for open shape in case you need https://www.tokeru.com/cgwiki/index.php?title=HoudiniVolumes#SDF_from_open_shapes Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 10, 2021 Author Share Posted June 10, 2021 Unfortunately that doesn't work. The collision is way too thin. I did something similar. I use a vdb from polygons then reshape sdf on dilate to make it thicker Quote Link to comment Share on other sites More sharing options...
paranoidx Posted June 11, 2021 Share Posted June 11, 2021 Did you create vdb topology ? Its purpose to create the vdb along only on surface so technical you have an object similar image above. Is that what you want ? Quote Link to comment Share on other sites More sharing options...
Atom Posted June 11, 2021 Share Posted June 11, 2021 Try polyfill with a fill mode of Single Polygon. Also, I've use polyextrude to add thickness to walls of open game meshes. Extrude inward, not outward to preserve shape. 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted June 11, 2021 Share Posted June 11, 2021 @ejr32123 or maybe you can build you Own systems and somehow go a Round, just idea . SdfF.hiplc 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 11, 2021 Author Share Posted June 11, 2021 Thanks all for the answers Quote Link to comment Share on other sites More sharing options...
paranoidx Posted June 12, 2021 Share Posted June 12, 2021 Just curious, can you post your issue screenshot here? I would want to see that mesh. If possible. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted June 12, 2021 Author Share Posted June 12, 2021 sorry, I cannot. But using the different methods listed above pretty much have me covered Quote Link to comment Share on other sites More sharing options...
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