Stray particles going through a collision object

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I have a fuselage with flame particles comming out of it. I also have some sparks flying. What is the best way to prevent stray particles from poking through the collision object (ie. fuselage wall)? I have used a collision pop with bounce option…no dice. I have also added a numhit attribute and tried to use a Kill Pop to kill any particle with a NUMHIT greater than 0. Still not successfull. Also, with the numhit value in the collision pop, I notice all particles still have a value of “0”. I am positive the particles are hitting collision surface.

So, I would appreciate input on wrangling stray particles!

Thanks
Edited by - Sept. 2, 2004 01:36:16
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Hey talos72,

Append a Divide SOP with default settings to the fuselage geometry which triangulates the geometry then point to the Divide SOP as your Collision Object. Next, set the Hint parameter to “Deforming Geometry” option, which has better detection code, in the Collision POP.

Good luck!

Cheers!
steven
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and if you still get some strays here and there, you can always make a group through a bounding box (or any model you make) and throw down a kill sop and point it that group.. so just make the bounding box sit right past the wall and it should kill anything going through..
Dave Quirus
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Well I tried both methods. The first one involving the Divide SOP didn't seem to make much difference.

The second one killed too many particles it seemed, so I ended up having to shift and resize source and other geo to accomodate.

There has to be a way to really get collision detection to catch them strays.
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For public release, I don't think the new deforming collision algorithm came into being until around H7.
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