http://digitalcinemaarts.com/docs/houdini/Particles.fmk.pdf [digitalcinemaarts.com]
and guess what I found on page 89?
RBD POP
it states that :
…Rigid body particles can perform particle-particle collision detection using the instance attribute of the particle to determine the geometry to use for the collision detection. This collision detection changes the angular and linear velocities of the colliding particles to simulate collisions between ideal rigid bodies, taking into account bounce, relative masses and inertial tensors to create realistic motions…
I know it was all different back then, probably no DOPs and this was the only way to simulate RBDs in Houdini
but RBD particles are so common these days in all packages
and it would be so great to have quick way to setup fast rbd particles that take geometry from animated instance shapes
I know that there is an example in docs (popswithrbdcollision) to link pops and dops to create that effect, but using volume collisions is too slow for many thousand particles that that workflow is unusable
But great respect for SESI that something like that was in H6