![]() Stay together until forces pulling them apart exceed the strength of the glue. Houdini lets you “glue” disconnected RBD objects together. Object collision hulls in ODE must be composed of geometric primitives, such as boxes, spheres, etc. ![]() ODE does not support collision between triangle meshes. Your geometry doesn’t necessarily have to look like a geometric primitive, but it will collide as if it was shaped like one. ODE only solves collisions between boxes, spheres, and other geometric primitives. Since it is very easy to switch between RBD and ODE, it’s possible to do a quick simulation using ODE before switching to RBD for a more detailed simulation. It is very fast in these situations, even when all the objects are stacked on top of each other. ODE is really good at handling large numbers of simple objects. This will often increase performance where the geometry matches ODE’s simplified shapes, for example simulating the rectangular bricks in a collapsing brick wall. The most important advantage of Houdini’s RBD is that it can handle collisions between geometry of any shape.Īn open-source RBD solver optimized for fast simulation of simple collision geometry (such as boxes, spheres, cylinders, and capsules). This was Houdini’s native rigid body collision solver, so it supports all of Houdini’s rigid body simulation features (forces, constraints, etc). The Bullet solver does not have the option to distinguish resting impact in impact data.ĭoes not support scaling at the object level. It is faster than the Houdini RBD solver and can handle large data sets. This is the new default solver in Houdini 12. Scenes created with old versions of Houdini may have the traditional Houdini solver node, which does not have an option to switch to a different solving engine.) (The Rigid Body Solver node Houdini creates when you use the shelf tools is an asset that encapsulates sub-solvers for each engine. If you choose ODE or Bullet, each RBD Object has sub-tabs on the Collisions tab to set ODE and Bullet specific options (such as the collision shape for ODE). You set the solver type using the Rigid Body solver’s Solver engine parameter. The Rigid Body solver lets you choose between three different “engines” to do the actual solving, each with advantages and disadvantages.
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