Hello,
I want to generate particle inside a Translating/deforming geometry.
But when I use I collision POP, half of the particle just pass through the object as no collision object exists.
I worked aroud that for a week but I didn't fing the solution. So, I grouped and killesd the particles that passed through but I would like to enderstand why some collied and some don't :?:
Well , Let me know guys what you think about that.
Thank you
What wrong with Collision POP ?
6923 8 2- Daek
- Member
- 16 posts
- Joined: July 2005
- Offline
- talos72
- Member
- 112 posts
- Joined: July 2005
- Offline
- aracid
- Member
- 154 posts
- Joined: July 2005
- Offline
- the_squid
- Member
- 132 posts
- Joined: July 2005
- Offline
>under ur collision pop, under hints, make sure that u have specified that >it is translating geom.
Do this first!
>and then depending how fast its moving, try under the actual pop >network, specify that oversampling is more than 1, ie 4.
This will change the amount of times per frame your simulation is evaluated. If your collision is moving quickly, it may be moving through points in-between frames, and those points are not colliding because your simulation is not evaluating in-between frames. Taking your oversampling level up to 4 or higher will give you more accurate collision results.
ALSO…. If you can, triangulate your collision geometry. When all else fails triangulating your surface can certainly help. You can triangulate a surface many ways… one is procedurally as you're building it. The other is to use a convert sop and convert your mesh to poly and turn “triangles” on under connectivity.
Do this first!
>and then depending how fast its moving, try under the actual pop >network, specify that oversampling is more than 1, ie 4.
This will change the amount of times per frame your simulation is evaluated. If your collision is moving quickly, it may be moving through points in-between frames, and those points are not colliding because your simulation is not evaluating in-between frames. Taking your oversampling level up to 4 or higher will give you more accurate collision results.
ALSO…. If you can, triangulate your collision geometry. When all else fails triangulating your surface can certainly help. You can triangulate a surface many ways… one is procedurally as you're building it. The other is to use a convert sop and convert your mesh to poly and turn “triangles” on under connectivity.
- edward
- Member
- 7768 posts
- Joined: July 2005
- Offline
- Daek
- Member
- 16 posts
- Joined: July 2005
- Offline
- edward
- Member
- 7768 posts
- Joined: July 2005
- Offline
- Ondrej
- Staff
- 1072 posts
- Joined: July 2005
- Offline
Initially you mentioned that you were using a translating/deforming geometry. Using a hint of “Translating Geometry” will work well if the only motion of your geometry is a translation. Rotations, scales, and point level deformations will not work well. To handle these better you should specify a hint of “Deforming Geometry” which uses a different algorithm (albeit one that only works with triangles).
Whatever type of motion you have, you should generally always triangulate any polygons before the collision pop since any other polygons may be non-planar, and thus result in more leaks.
The Collision Tolerance generally allows collisions to be detected further from the surface. A value of 1 seems pretty high unless your collision geometry is fairly big.
Whatever type of motion you have, you should generally always triangulate any polygons before the collision pop since any other polygons may be non-planar, and thus result in more leaks.
The Collision Tolerance generally allows collisions to be detected further from the surface. A value of 1 seems pretty high unless your collision geometry is fairly big.
- Daek
- Member
- 16 posts
- Joined: July 2005
- Offline
-
- Quick Links