MagnusL3D Posted September 7, 2009 Share Posted September 7, 2009 I've been using this solution I found..i think it was here on odforce. Where you could animated a bounding box, and activate physics bodies based on alot of attribute color management in a ForEach SOP. However I noticed that when you come up to 2-300 pieces and above the ForEach SOP doing this slows down your sim alot. So I did this dirty little solution, it also uses a ForEach SOP, but alot less attribute managment inside, it uses a VOP_SOP. so it's rather fast. It probably can "missfire" if you have groups of pieces that are not connected. and you may want to tweak the settings some if you have strange mesh. I included a .hipnc if you want to test it out, there are two geo's in /obj, 1 is the solution I used before, and the other is the VOP_SOP solution. You can compare speed's by activating each of them and drag the time slider. I didn't include the physics setup but I gather if you know what this is you know how to setup the group's in DOP's to make it work. By default there are 256 pieces for each of the test cases, if you want to try more just enter into the geo node and find the "For_Each_Piece_Generator" and increase 8...9 will generate 512..10 generates 1024..etc.. and the speed difference becomes realy noticeable the higher you go. Maybe something like this already is out there, or a better solution, just thought I'd share what was a big speed increase and worked for me, hope you like it. /M http://vimeo.com/magnusl3d/ Activation_TEST.hipnc Quote Link to comment Share on other sites More sharing options...
br1 Posted October 19, 2009 Share Posted October 19, 2009 Hey Magnus, I'm surprised nobody answered your post. I downloadded your file and gave it a try, the speed gain is quite impressive. Now I just have to digg and understand what you did ! I'm looking for an effective and fast solution to setup my personal earthquake project and it looks like your method could come in handy ! Thanks ! Br1 Quote Link to comment Share on other sites More sharing options...
wolf_cub_one Posted October 19, 2009 Share Posted October 19, 2009 Hey Magnus, When I have the time, I'll play more with this. Thanks for sharing. cheers Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 20, 2009 Share Posted October 20, 2009 Hi MagnusL3D I thnik that was post for my problem, but this you solution is very fast i will test it with some bridge that i was made for test... Thanks Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 20, 2009 Share Posted October 20, 2009 (edited) This is first test, Vornoi fracture ground 500parts, 85frames = 5-6min of simulation ground_500parts.mov Edited October 20, 2009 by CeeGee Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 21, 2009 Share Posted October 21, 2009 This is anoother test 900part = 15min sim time ground_900parts.mov Ground break some test ground_break.mov Quote Link to comment Share on other sites More sharing options...
ShereKhan Posted October 30, 2009 Share Posted October 30, 2009 This is anoother test 900part = 15min sim time ground_900parts.mov Ground break some test ground_break.mov CeeGee, how did you go about animating/simulating that last test ground_break.mov? 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.