[Sidefx-houdini-list] DOPS and scale
Michael K. O'Brien
mobrien at pixar.com
Tue Jan 18 12:08:26 EST 2011
There are several constants in physics simulations that have dependencies on
distance that aren't exposed (like damping factors). If you try to do really
large or small scale simulations, float precisions starts to creep in as
We usually scale the world down so something that is 1 unit == 1m when
possible. We've had problems with changing the units.
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-
> list-bounces at sidefx.com] On Behalf Of Peter Bowmar
> Sent: Monday, January 17, 2011 8:19 PM
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] DOPS and scale
> I believe 1 unit defaults to 1 metre and 1 weight unit is Kg (forget
> exactly). It's in the Preferences->Miscellaneous section. So the
> "smaller object" would have lower mass and therefor less force
> required to accelerate it.
> Unless I've really badly forgotten my highschool physics :) in which
> case I blame the antibiotics...
> Peter B
> On 17 January 2011 19:00, Alex Czetwertynski <alex at franktheplumber.com>
> > When modeling objects to be used in DOPS, does one have to pay
> attention to scale? I noticed a wind force had a much stronger
> influence on a smaller object, but I'm not sure what the rule of thumb
> is in terms of getting things to be in a good mid-range?
> > staying within the range of the initial grid maybe?
> > Thanks
> > Alex
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