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Hi @S-A-M-J , some light reading https://mujoco.readthedocs.io/en/stable/mjx.html#mjx-the-sharp-bits, notably the "contact" bits. We have some contact culling parameters you can use, but we don't expect an environment like this to have decent behavior in the current version of MJX (sphere-filtering between boxes and spheres, has pathologically failing cases if the boxes are oblong). The good news, is that https://github.com/google-deepmind/mujoco_warp doesn't have the same failing pattern, and we are integrating this into MJX, so you'll be able to get decent performance for the scene you're describing soon. For now, I would read the docs and futz with MJX-specific contact culling parameters. |
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Alright so i completetly omitted the max_contact_points and set the max_geom_pairs and yet i still quite often get clipping where by robot foot will go straight through the cave wall voxels. Is there anything else i could do beside turning that further up which does not really seem to help and im running out of memory, or perhaps decreasing the sim timestep from 0.004. |
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Hi im using MJX for reinforcement learning through brax. I have a robot with 4 legs and feet (spheres) which interacts with a voxelized environment represented by boxes with sizes that vary but are bigger in every axis than the spheres diameter. Logically for very hard material this should reduce the max contact points between 1 sphere and the boxes to 3. Now even with not infinite material i would assume the number of contact points should be more but not exessively more since. But with these values for both spheres and boxes: solref="0.001 1" solimp="0.99 0.99 0.001" i get multiple hundred contact points (by checking ncon). Usually about 300 to 500 to be exact. Therefore i was wondering if this is expected behaviour and how i might reduce them for training performance without having the feet clip through the box geoms
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