SakeTami
VFXArabia
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Optimizing Houdini RBD solver

I posted this video a before a couple of days and it started the world war 3 on facebook on both sides (TP/Houdini), my intention was I needed some ideas to optimize Houdini solver since it's taking insane amount of time to finish (I was letterly stoned to death for doing so lol).
So I went through all the ideas and suggestion and came up with an optimization method which has to do with the following:

- Size was the main factor in Houdini, increasing the size 5 times cut almost half the time or more.

- Lowering the solver substeps and Constraint iterations to 5.

- Lowering Contact Breaking Threshold to 0.002.

- For some cases changing the collision shape from convex hull to box will boost things even further but you cant rely on the reslut, it works perfect with far objects not hero one.

After Optimization I was able to shrink the time from 10min to 41 sec amazing isnt it, and if you set the collision to boxes it will be 23 sec ;)

In the files below you will find the old setup and the optimized one in addition to TP.

Optimizing Houdini RBD solver

Comments

Thank god digital stones, well I reran the setup with performance monitor and to be precise it went down to 41s on concave mesh and 22s on box.

From 10min to 35s, that's incredible! "letterly stoned to death" hahahaha, it's hard for some people to be civilized

Particle Skull


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