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Bring back flex #13
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Hey! Haven't touched this repo in years, forgot many things and details by now. so if you say that there is a need for this plugin beyond just academic interest - then i'm interested to dig it from it's grave and take a new closer look on those old issues. and as for building a sop framework similar to sop vellum solver - it's a simpler task as it can be built around core dop nodes, just like vellum assets are built. |
Well I'm not sure about the interest in general, I'm actually interested on having a super fast cloth simulator for quick things, I don't think the multi solver is the key part, it's nice but I don't see it super useful for production, but cloth, skin,ropes etc with a super fast solver I do think is going to be useful. So I'm going to update to flex 1.2 and will dig a bit more into that limit, as I can go further in xsi, Im able to simulate 9M at 1.2 fps there. I'm going to fork the repo and make changes there. Will inform you if I find something related to that limit then!! |
Ok, I'll then try to dust it off too during the weekend and maybe remember what's what. as for the dops thing - back in the day when it was released - there was no vellum yet, and when vellum appeared - it was dop only too. |
Nice! I must say is my first time with the Houdini sdk, so your code is super useful!! |
oh yes, houdini SDK might strike you with it's weirdness. especially DOP context, as it's logic is not very intuitive compared to SOP. |
I seem to have hit a deadend on linux side: |
also while looking at all that mess - i've noticed that it seems like on windows it can use DX12 instead of cuda as a backend - which one are you using in your XSI plugin? maybe that makes difference and causes that particle limit bug? |
Im Using cuda In the xsi plug-in so it can't be that , I think my next step is going to try to make a super simple solver (maybe even a sop node to avoid any data interaction fucking with limit) and check if I can go higher with that, basically porting the xsi plug-in to a sop node ( I think is the easiest way ) , Wich into a sop solver, can probably work for testing at least hahha |
found cuda toolkit 9, compiled with it, and what do i get? stack smashing detected ! |
Oh weird , I have it compiling in windows no problem. I don't use linux son can't really help there :S |
well, i guess nvidia cares much more about windows developers) |
now i am able to compile the 1.2 flex library with a few small changes, but when trying to load in houdini , even if im correctly specifitying to load the dynamic libraries from the 1.2 i get this error on houdini load:
The flex.cu file doesnt exists, so im worring maybe the .lib files they provide in the branch are not compiled to the new version? as there never been a release of it . |
as far as i look through their libs - it is from there, all compiled into the static lib according to their commit log - they did update libs for 1.2 release here But if you are sure you are linking with correct libs from 1.2 flex, and not by accident with 1.1 - then it means nvidia did not update those libs correctly, and it is what it is |
That's the thing, to be sure I even removed the 1.1 flex version from my computer and hardcoded into the path variable the folder with the 1.2 DLLs and then recompiled. At compile time I do know I'm using the 1.2 headers as they ask for some changes, and I link against 1.2 lib folder. |
ah, wait, this error is probably just from this like where 110 is hardcoded: Houdini-NvFlex/nvFlexDop/SIM_NvFlexData.cpp Line 221 in 0b674c2
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hahaha ok im stupid then, makes sense. now im geting this error just at start after changing that to 120 So, definitly that was causing the lib to say not compatible. now ill need to debug whats going on here!! Thanks for pointing me that out!! Btw im also working on a separate branch changing it to a geom + constraint geom separated workflow. |
seeing how unsupported and abandoned flex is, i'd be cautious to put much effort into integrating with it. Also not being able to compile on linux is a full showstopper for me.. I've googled around, and it seems that flex was abandoned, but nvidia has implemented physx new particle system modeled after flex: https://nvidia-omniverse.github.io/PhysX/physx/5.1.0/docs/ParticleSystem.html and discussion here: https://forums.developer.nvidia.com/t/is-physx5-using-flex/195938 |
Yeah i thought of implementing Physx but thats a way bigger task i think, I want to get used to the HDK and dops with this one where you did an amazing work and extend from here while learning, if at some point i fell i have the time and knowledge to implement a bigger library like physx will for sure go with it ahahha |
physX is big, but you don't have to implement it all. I might try to do some trivial physX integration to see if porting is feasible, since I cannot do anything with flex any more, just as soon as I finish with my other chores |
Hi there,nice work, I saw your work back in the days, I did the xsi version at that time!
this is old I know, but still actually very fast btw. I am looking into this again.
I see in your sample scenes there is a a limit of 1.300.000 particles, I didn't have (still don't) have that limit in the xsi implementation.
I have compiled this repo for 20.5 and as I saw on one of your scenes comments, if you set up your particle limit to bigger than that, sims start to go crazy, and yes they do, did you ever figured why that was?
I don't think is a library problem as I can go way higher with xsi 2015 and my 3090 nowadays ( probably not at that time ).
So I'm thinking of porting the 1.2 flex library (never released , just source code ) for houdini and make it more "vellum style" into "sops".
I was wondering if you are interested in collaborating on that and recovering this project to live as it's still one of the fastest simulators for some kind of things out there!!
Hope to here back from you!!
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