Flip Collision Scale

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I'm having a bit of an issue controlling flip collision scale.
Trying to get more lift into a flip on the paddles of a watermill, If I scale up the waterwheel I get a lot more volume being carried upward in the paddles (as you would expect), and the desriable behavioir.
Unfortunately the actual wheel is much smaller and I'm getting hardly any lift or volume being carried upward by the wheel at this scale.
Is there anything I can alter to effectively lower the scale of the sim to match the smaller collision wheel?
Tried changing spactial scale on the flipsolver with little difference.

Cheers
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By default the collision resolution is linked to the particle separation on the flipobject. You can turn on the Override check box and type a lower value to increase the collision resolution, not the flip resolution. This might help re-establish those missing paddle elements in your watermill.

Make sure to enable the collision guide on the flipobject to view the results. If you don't see purple where your collision geometry exists keep lowering the override.
Edited by Enivob - Aug. 2, 2017 17:29:15
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Sorry where was the override? I'm using a static solver for collision and using vollume collision method, the division size of this isn't tied to the particle sep?
Looked at the collision guide on the flipobject and the wheel is represented well, just cant seem to get any lift or upward momentum - in the end I've had to completley fake it by reducing the gravity force by and extreme amount.
Still I'd be interested to know which override you are referring to?
Thanks for your help
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