pshipkov
Bound nodes can be used for effortless "downresing" of complex objects for simulation purposes.
The first video shows out of the box simulation of the proxy geometry (1300 points) generated from the original tree (31000 points). The second video shows simulation of the original geometry.
This is a great way to optimize and streamline your dynamic sims.
Visual difference aside, notice the frame rates also.

video 1

video 2


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JeremyR
Awesome Peter, can we have some scene examples on this?
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KidderD
So, this is like a wrap deformer for Dynamics?

Beyond words

Cheers
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SGIFreak

that look nice

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Jostein
Just one question Peter, how do you make the bound object deform the original tree?
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Jostein
Ahhh..wrap deform perhaps?
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Jostein
Ait, think I found the way. Correct me if I'm wrong but I simmed the bound object as cloth and wrap for the tree geo. 

One thing I found was that the wrap deformer performed a lot faster with the "exclusive bind" option. Another thing is that it is a little bit tricky to control the stiffness of the lower trunk (ended up painting vertex properties). Also, be aware that I'm on a four year old laptop so not too fresh on the framerate...still it is at around 7 when not playblasting.


And one without the bound object...


Yet again another awesome example on how to use this heaven sent plugin Peter!
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pshipkov
Yes, wrap deform the original mesh with the bound one.
"exclusive mode" means that only one point of the wrap geometry will affect given point from the wrapped one, instead of multiple points influencing every point of the wrapped geo.

And yes, you have to tweak maps and attributes of the bound sim geo if you want to get the best result.

Also i think you are using geometry restitution or low-stretch or low-substeps, the tree "looses" too much volume when slamming on the ground.

-----

I use this "downresing" workflow all the time - it is a good thing.

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JeremyR
Jostein wrote:
Ait, think I found the way. Correct me if I'm wrong but I simmed the bound object as cloth and wrap for the tree geo. 

One thing I found was that the wrap deformer performed a lot faster with the "exclusive bind" option. Another thing is that it is a little bit tricky to control the stiffness of the lower trunk (ended up painting vertex properties). Also, be aware that I'm on a four year old laptop so not too fresh on the framerate...still it is at around 7 when not playblasting.


And one without the bound object...


Yet again another awesome example on how to use this heaven sent plugin Peter!

good work! Ill have to try it out sometime soon. 
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Jostein
Thanks Aikiman.

pshipkov wrote:

Also i think you are using geometry restitution or low-stretch or low-substeps, the tree "looses" too much volume when slamming on the ground.


Yes, I guess that depends on the tree ;)

No just kidding, my stretch parameter was low and I am by no means a cloth expert so I'll just continue playing around with the parameters.
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ruchitinfushion
@pshipkov
Can i get scene file for this
http://soup-dev.com/videos/bound_origGeoSim.mov
 i want to make something like this


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pshipkov
The scene files are on the download page.
I cannot remember right now which one it is, but it should start with "bound_".

The vimeo video is a bit hacked. There is a scale/transparency blend when the scattered cubes form the hearth. Mimicking this will be very easy, otherwise you have these two options:

- scatter 2 nParticle nodes on hearth shaped surface, instance cubes to them, now slap some dynamics to the one of the nParticles for few frames - so the particles fly around, then on frame 100 to say you turn off the force field(s) that pushed them and make the other particle cloud dynamic goal to the first particles. The first particle shape with cleanly snap back to it's original positions on the hearth surface (where the other particle cloud still lies).
There many other ways to achieve this effect, but this is the first thing that i can think of right now.

Hope that helps.

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