getting self-collision for geometry copied to particles?

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I'm trying to figure out a way to get geometry that's copied to particles to collide with other RBD objects and themselves but my knowledge of this stuff or packed primitive workflows isn't very good. Is it possible?
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Theres not really a one way solution, all depends on what you really want to create.

What kind of geometry are you copying onto your particles?

If they are spheres for example you can use the particles radius, if you have complex geometry I would suggest using the bullet solver instead.
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ya, sphere are fine.
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When you have spheres its quite simple, in the popobject node just change the volume offset in the collision tab to the same radius as your sphere..
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that doesn't seem to work for self collision. If I set the volume offset to something high, it's obvious that it's using that for the RGB object but not for self-collision, which doesn't happen at all
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