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debris shelf tool


watchman

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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

post-4301-1238627892_thumb.jpg

Edited by watchman
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  • 1 month later...

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...

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