Crowd Simulation Basic Concept

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  • Опубликовано: 16 сен 2024
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    So many tutorials! Where should I start?
    bubblepins.com...
    This is the last video in Concept 6! But there will be more Crowd Simulation Concept videos to come soon! I'm going to take a short break from Crowds just for the next video because Concept #6 took a lot out of me, but I'll be back with Concept 7 very soon! In this video, I finally dive into some simple VEX in Crowds and demonstrate how to do simple calculations during runtime to dynamically guide your Crowd agents. These techniques can be used in your own Crowd scenes in different ways and I hope you'll find the stuff useful in your own projects!
    #houdini
    #sidefx

Комментарии • 15

  • @ananthanarayanan780
    @ananthanarayanan780 Год назад +1

    Wow! Thanks for this video, it's very helpful .

    • @bubblepins
      @bubblepins  Год назад +2

      Thanks! I think this is the most successful VEX tutorial I had on my tutorial, because usually the VEX tutorials aren't as popular on my channel. So I'm super happy this one is well received!

  • @paoloricaldone6273
    @paoloricaldone6273 Год назад

    Thanks !!!

  • @zachary3603
    @zachary3603 Год назад

    Thanks for the series, was brilliant! One quick question that I literally can't find the answer to anywhere. If I'm rendering a large crowd in Houdini via Redshift. I used the Redshift Obj -> Instancing -> "Instance SOP level packed primitives". If I have different states in my render, such as walking and others using ragdoll, the simulation is fine, but in the render they're all stuck using the walking animation. If I turn off "Instance SOP level packed primitives", it then takes approx 40 seconds just to load each frame (before starting to render), vs instantly using instancing. Is there something I'm missing to allow some of this data to be translated to the render engine to make use of this optimisation?

    • @bubblepins
      @bubblepins  Год назад

      This is a very good question! Redshift in Houdini is one of the few rendering engines that can read the packed primitives naturally from Houdini, not all engines can, which is a plus for Houdini users. I never have the "Instance SOP level Packed Primitives" option on, it's always disabled for me. Do you have a dopimport node in your setup? That's the first thing I can think of. I believe it's unpacking it manually and then sending it off to Redshift, which is probably what's taking so long. Because if you want to do a small experiment, try dropping down an unpack node after the dopimport and you'll notice that the scene takes longer to load and that's what I believe is happening to you. But you don't need the unpack node, because Redshift can read packed primitives! It's just a nice test to do. But you do need a dopimport node, which extracts all the Crowd sim data out, double check your settings there and see if the actual state attributes and all that data exists in the geometry spreadsheet in the dopimport node.
      Hope that helps! If not, we'll see what we can do next.

    • @zachary3603
      @zachary3603 Год назад

      @@bubblepins thanks for the swift reply! I scrapped my simulation, as it was slightly different to yours (using forces to throw them up into the air etc). From the end of #4 (or the start of #5) in your series to keep it simple without dop imports and sim etc. I have everything in the geo spreadsheet displaying fine. Only difference is I've made a large grid with 2000 agents. Redshift has a breakdown. I think there is a flaw in my understanding. It doesn't seem to struggle rendering anything else with this many particles / vertices. If it makes any difference, I've used "Alien Soldier" from Maximo. I've set another 4 3d students onto your tutorials, amazing work, thanks for the value you provide! I'll make sure they all like and sub ;).

    • @bubblepins
      @bubblepins  Год назад +1

      @@zachary3603 THanks for all the support! DopImports are a good practice to use, them come in pair with Dopnet. Usually when you have a rendering issue with the sim, it's mostly likely be fixed with a DopImport. But this may not matter soon, as SideFX is slowly replacing the Dopnet with sop nodes. The newer RBD sim nodes are all on the sop level and doesn't use the old fashion dopnet way and the vellum, pyro, and flip as well. I think they just haven't gotten to the Crowds yet.

    • @zachary3603
      @zachary3603 Год назад

      @@bubblepins yeah. Originally I was using Dopimport but still not rendering quickly with RS. Do you find you can render 10-20k agents all with unique timings in a single animation or multiple animations across the crowd?

    • @bubblepins
      @bubblepins  Год назад +1

      @@zachary3603 10-20k is quite a lot, I think the largest scene I've done is less than 3-4k maybe, but it still rendered pretty quickly, but my agents were super simple, like a bug scene so they were just all bugs, no clothing or accessories and the animation was the same too. You can try a texture node, there's a camera parameter within that node. What it does is tell you which objects are within the camera frame and which aren't and you can blast the ones that aren't in the shot, this is a little optimization. I don't know if this will help, depending on your scene.

  • @3dwithsb
    @3dwithsb Год назад

    Hii there I am shubh can u pls help me I want to know how to emit small chunks with rotation from debris source

    • @bubblepins
      @bubblepins  Год назад +1

      Like as in an RBD emission? or emit Crowd agents? lol because you can actually do both. I'm assuming you are referring to RBD, because you mentioned debris source. There's a few ways of doing this, because of the newer RBD sop nodes that came out in Houdini since H17. You can actually do RBD emission, which literary just emits rbd pre-instantiated sop geometry, which I saw how to do in my Cinematic Destruction series, however this is faking debris, but it's incredibly fast. There is fractured debri that you can do, which is literally fracturing your geometry into REALLY small parts and they become part of the RBD blast pieces. But this method requires a LOT of ram and takes quite awhile to simulate too.

    • @3dwithsb
      @3dwithsb Год назад

      @@bubblepins 🤗thanks

    • @3dwithsb
      @3dwithsb Год назад

      hii i need your help i am making a water effect ship rising up into ocean i want to know how can i emit water when it rise from water?

    • @bubblepins
      @bubblepins  Год назад +1

      @@3dwithsb That's actually a topic from one of my very first tutorial videos I ever made on Flip Fluid, I really hope that's not too dated. I need to redo the Flip Fluid topic into my new Basic Concept structure. Check this out:
      ruclips.net/video/AM5LqXjmKlA/видео.html
      It'll explain the basics of Waterline, Boundary, how to create infinite water into a water tank. I know that Houdini has a newer set of FLip SOP nodes, but I haven't gotten to redo the flip fluid topics yet. If you have any questions even after watching the link I pasted here, feel free to ask. I might just do a project HIP release if I'm on a time crunch which I have done before. Like release beta files on my discord server, which I just really use for file sharing, because it has 500mb upload, which is waaaay more than my blog domain allows. Anyways, check that video out and let's take it from there.