Hello everyone,
It has been a crazy period for me these last few months, loads of work, this is why you haven’t heard any news from me, and I haven’t touched SimSOM for ages.
Since I am not seing any big openings in my schedule any time soon, I have decided:
1 – To share SimSOM with you so that you can try it and play with it. It is far from done, there are still many non implemented features, the simulation codes need improving in many areas…etc and don’t expect it to be problem/bug free, but this is how far I got with the time I had, and it would be a shame keeping it in my drawer for who know when.
2 – I wanted to ask if someone is interested in getting involved in the project to push it further, because it would be a shame stopping the work at this point. Please contact me on my email/pm if you are interested and we can discuss it.
In the attached archive, you will find a windows dll and a linux so file, both compiled against H12.1.185 x64, with many example scene files.
I would like to hear your opinions, and see any nice sims you come up with!!
If -even in this non complete state- you decided to use it for a commercial project please get in touch with me.
For more information and demo videos please feel free to visit the SimSOM project page.
I guess that is all for now.
Enjoy!
EDIT: I received a few requests to compile SimSOM for houdini 13 for windows, so I included two new dlls in the archive compiled against H13.0.343 x64 one for the vc9 and one for the vc11 versions. A couple of quick tests revealed the vc11 version to be way faster than the vc9 one. At the moment I don’t have the time to fully test it, fingers crossed it should work fine, in case it doesn’t let me know.
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Sorry for the very long silence, but due to the move to a new country and the lack of time, it is until now that I was able to release some new demos of SimSOM.
It is now an alpha version, and hopefully soon I will be calling out for a few alpha testers, it will be a private alpha release.
Here are a few demos showing some of the old capabilities improved, and many new capabilities, like granular behavior, interactions between different types of materials, switching types of materials, moving geometry, and many other features. And due to a new architecture, the speed and stability were improved a lot as well.
I hope you like it!
]]>To visit the first post please follow this link SimSOM Pre-Alpha I.
Next are the new second iteration demos, demonstrating some of the functionalities upto this point.
To see the videos directly on Youtube or Vimeo please follow the links below:
SimSOM Pre-Alpha II on Youtube
SimSOM Pre-Alpha II on Vimeo
Column Break
Particles: 130515
Substeps: 5
Sim Time:
——- current SimSOM version : 1 minutes 41 seconds (without the meshing)
——- previous SimSOM version: 3 minutes 50 seconds (without the meshing)
Frames: 135
The meshing is done using Houdini’s Particle Fluid Surfacer.
Cut
Particles: 5440
Substeps: 5
Sim Time:
——- current SimSOM version : 28 seconds
——- previous SimSOM version: 2 minutes 2 seconds
Frames: 240
Dam Break
Particles: 3211
Substeps: 2
Sim Time:
——- current SimSOM version : 16 seconds
——- previous SimSOM version: 55 seconds
Frames: 300
The colors represent the pressure.
Dangling
Left: (No plastic deformation)
Particles: 480
Substeps: 15
Sim Time:
——- current SimSOM version : 5 seconds
——- previous SimSOM version: 9 seconds
Frames: 240Right: (With plastic deformation)
Particles: 480
Substeps: 15
Sim Time:
——- current SimSOM version : 7 seconds
——- previous SimSOM version: 13 seconds
Frames: 240
The colors represent velocity.
Cloth
Left: (Sticky Cloth)
Particles: 14933
Substeps: 10
Sim Time:
——- current SimSOM version : 12 seconds
——- previous SimSOM version: 36 seconds
Frames: 120Right: (Non Sticky Cloth)
Particles: 14933
Substeps: 10
Sim Time:
——- current SimSOM version : 12 seconds
——- previous SimSOM version: 35 seconds
Frames: 120
Soft Body Variants
Left: (Non Sticky, Non Breakable)
Particles: 567
Substeps: 5
Sim Time:
——- current SimSOM version : 5 seconds
——- previous SimSOM version: 14 seconds
Frames: 240Middle: (Sticky, Non Breakable)
Particles: 567
Substeps: 5
Sim Time:
——- current SimSOM version : 5 seconds
——- previous SimSOM version: 15 seconds
Frames: 240Right: (Sticky, Breakable)
Particles: 567
Substeps: 5
Sim Time:
——- current SimSOM version : 5 seconds
——- previous SimSOM version: 17 seconds
Frames: 240
Dough
Particles: 282
Substeps: 2
Sim Time:
——- current SimSOM version : 7 seconds (without the meshing)
——- previous SimSOM version: 15 seconds (without the meshing)
Frames: 500
The meshing was done using Houdini’s Particle Fluid Surfacer.
Tearing
Particles: 3060
Substeps: 15
Sim Time:
——- current SimSOM version : 8 seconds
——- previous SimSOM version: 19 seconds
Frames: 100
Rabbit Drop
Left:
Particles: 12101
Substeps: 10
Sim Time:
——- current SimSOM version : 59 seconds
——- previous SimSOM version: 3 minutes 50 seconds
Frames: 150right:
Particles: 12101
Substeps: 5
Sim Time:
——- current SimSOM version : 29 seconds
——- previous SimSOM version: 2 minutes 13 seconds
Frames: 150
Left:
Particles: 12101
Substeps: 3
Sim Time:
——- current SimSOM version : 26 seconds
——- previous SimSOM version: 1 minutes 18 seconds
Frames: 150right:
Particles: 12101
Substeps: 5
Sim Time:
——- current SimSOM version : 56 seconds
——- previous SimSOM version: 2 minutes 22 seconds
Frames: 150
Splash
]]>Particles: 181168
Substeps: 4
Sim Time:
——- current SimSOM version : 15 minutes 38 seconds
——- previous SimSOM version: 32 minutes 4 seconds
Frames: 240

It is still far from done, and there are tons of ideas fighting in my head to implement, but I already managed to get many parts done or partially done, and I am moving forward, slowly but surely – depending on the amount of free time that I can get.
It is basically an independnt library, Multiplatform and application independant, it can be easily implemented for any 3D app. My current implementation is for Houdini using its HDK, and all the demos are realized using it.
I coded everything from scratch, based on many papers, publications and algorithms that I improved on myself.
At this point it is still a work in progress, parts of it are done, parts are not yet written, and other parts are to be modified, updated, or even re-written, to meet all the ideas I have in my head.
Next are a few demos, demonstrating some of the functionalities upto this point.
I will be making more posts and updates along the way, it’s going to be great!
click on Read more to see the demos.
Soft Sticky Material