watchman Posted April 1, 2009 Share Posted April 1, 2009 (edited) hi, I'm trying to make debris from shattered geometry using the shelf tool. it's OK for 20 some shards, but when I have 60+ pieces it becomes very slow. What is slowing down is not DOP sim but SOP cooking, particularly the "foreach_transfer_emit" ForeachSOP inside the SOPsubnet int DebrisOject. Eventually Houdini freezes during cooking. when I dive into the ForeachSOP subnet I have a problem to understand what is going on there and what is the purpose of it altogether. I can see that after Foreach node there are two new attributes: "emit" and "together". I would really like to understand and maybe bypass this loop, because it's not only very slow but it actually crashes/hangs Houdini. Can someone explain this DebrisTool, its evolution in production, or point me somewhere else where I can find more traditional way of doing accurate debris sim inside DOPs? and what is SopSolver doing in this case? thanks Edited April 1, 2009 by watchman Quote Link to comment Share on other sites More sharing options...
TheAdmira1 Posted May 4, 2009 Share Posted May 4, 2009 i could be wrong but to me it looks like it is taking your input and making the dynamics for that whole input, then its dividing the geometry "for_each" rule that you have made... its taking the dynamic attributes or anything else you have effecting it the whole geo, an d transferring it piece by piece to each new section, then sending it back out to you for the before fracture and after... 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.