optimize geometry before simulation

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optimize geometry before simulation

Postby Esperado on 09/10/2016, 3:44 am

Any smart ways to optimize geometry before fracturing or cloth simulate them in Houdini and or 3ds? Simple geometry works fine,
but if i download a car or plane model things go bad. Simulation crash or freeze or takes forever.
Esperado
 
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Re: optimize geometry before simulation

Postby Tiner on 09/10/2016, 10:11 am

You are looking to make the car a lowpoly? or get rid of overlapping geo?
You have the Optimize and multires modifiers in Max for example.
Im sure there are something similar in Houdini.

If you just want the car to be apart of the simulation so lets say the car should affect the cloth then in houdini you can make the car a vdb and optimize it like that.

Im sure Farmfield have some good solutions :)
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Re: optimize geometry before simulation

Postby Esperado on 09/10/2016, 12:30 pm

i applied cloth on the car, and applyed force so it spin and crashes to the ground.

Cloth is my method for destruction on the car. Just too much for my coputer i guess...
or the model needs to be optimized or maybe just something else... fumbeling around with stuff i know little about here....
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Re: optimize geometry before simulation

Postby Tiner on 09/10/2016, 1:05 pm

You could use Thinking particles for this or pflow, i have a pflow tutorial you could apply this to. http://tiner.co/tutorials/softbody-dynamics-with-mparticles-in-3ds-max-2014/

In the tutorial i dont cover metal type bending where the dents stay, but its not much that needs to be changed.
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Re: optimize geometry before simulation

Postby Esperado on 09/10/2016, 2:02 pm

Its kinda what i want, but the dents need to stay and also it must fracture on hit.


I animated a circle on a straight line, there's no gravity so it just slide along and fracture on impact object.
Now how do i apply gravity to the disconnected / fractured polys from the circle? This is in Houdini by the way.
Would also like to do this in max if anyone could show me.

Just trying to figure out the best fracture, collide, destroy and smash stuff on complex geometry without freezing computer or 1 billion+ hour sim time.


Image

http://vid5.photobucket.com/albums/y188 ... id3qqa.mp4
Last edited by Esperado on 09/10/2016, 5:24 pm, edited 1 time in total.
Esperado
 
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Re: optimize geometry before simulation

Postby Tiner on 09/10/2016, 4:41 pm

Like i said, making the dents stay, just some tweaking needed and having it tearing is pretty much a checkbox away...
Same thing can be done in TP either by doing pretty much the same then exporting it to alembic or a krakatoa PRT then make that into a pflow since the particle skinner only reads pflow particles.

You might be able to do this right from tp without pflow using the bullet softbody and have it be able to tear aswell.

Lots of creative ways than just the ones i've said ofc

You should make up your mind if you want to do this in Max or Houdini instead of trying to learn to achieve the same effect in both.
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