I want to simulate a polygonal object colliding with the particles of a POP Network. When I create the POP Network first and afterwards make the poly object an RBD object using the tool shelf, the poly object gets integrated into the POP Network automatically.
Is this the correct way to go about it, or should I built the network up differently? Part of the reason I'm asking is that I run into visibility issues. The particles don't show up in renders after a while even though the polygonal object still does. I've had this happen several times with new scenes, but cannot find the cause. I suspect some switch behaves as a one-way off-switch, rather than a toggle.
Correct way to integrate geometry and POP collision2132 2 0
- Quick Links