After editing my plane, the collision doesn't adapt

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Hello everyone,

I hope to have some help: I'm following a tutorial, a meteorite is crashing on ruins, the debris fall into the water.
Because to much debris fell in the same place, I had to dig a hole for the debris to fall into.

After I edited the sand (my ground), the debris stop where the floor was before digging the hole.

I don't understand because my simulation is linked to the right nodes. I did again my caches. I don't know what to do.

Any help will be VERY appreciated because it's for a school project and I can't see my teacher because my school is closed.

Thanks !

Here is my scene with the assets: Your text to link here… [drive.google.com]


(You can just also check the screenshot).

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HoudiniProbleme.PNG (606.2 KB)

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Bullet simulations use convex hulls for collision, so digging a hole in the ground isn't exactly trivial. I've solved this by using either heightfields for ground plane collisions (but they tend to be leaky) or using vdb to spheres and using a packed spheres collision proxy. I think there's even a shelf tool for creating a packed spheres collision proxy. Depending on the size of the terrain, you might need too many spheres to be practical. The best approach is to break the collision into pieces and use the appropriate technique for each area. Sorry if there isn't really an easy answer.
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jsmack
Bullet simulations use convex hulls for collision, so digging a hole in the ground isn't exactly trivial. I've solved this by using either heightfields for ground plane collisions (but they tend to be leaky) or using vdb to spheres and using a packed spheres collision proxy. I think there's even a shelf tool for creating a packed spheres collision proxy. Depending on the size of the terrain, you might need too many spheres to be practical. The best approach is to break the collision into pieces and use the appropriate technique for each area. Sorry if there isn't really an easy answer.

Thank you for your answer !I will give it a try !!!
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