Pops not colliding...

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hej,

annoying issue - I've wasted a few hours trying to figure out whats going on, and some help would be appreciated..

Currently have a bunch of spheres at various scales, im creating a volume inside, scattering some points in the volume, and feeding the points into the popnet.

The sim has been tweaked and setup to a good place, and I basically want these pops to stay within the original spheres. So I used the static object collider, into a static solver that merges with the pop, and it seems like 50% of my particles arent colliding, and are just escaping…

I changed the parameter in the static object to surface collider, and it just doesn't want to play - I tried reversing the normals on the collision geo, I tried polyfilling the geo (it was already tight), Ive tried generating a vdbfrompolys and using that as the collider, have ticked deforming geo (even though it isn't), also tried just using an rdb object, same issue - and have read through a few threads of almost similar problems.. all to no avail. I also tried just doing the popcollision detection thing - although this does seem to be detecting the collisions accurately, I need the particles to bounce, which isnt a behaviour to chose.

I haven't really dived crazy deep in houdini, but feel like I always get stuck on these smaller technical issues
So any suggestions or help would be appreciated, kinda need to figure this stuff out soon.
Edited by jthomson - Sept. 13, 2018 05:56:10
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hmm, wasn't sure if it was my intense sphere packed geo, so tried in a simpler scene.. same issue, so I'm sure it's just me not hitting a checkbox, or something obvious.. but here is a basic scenefile with the issue if that makes it clearer..

EDIT: rebuilt in FLIP and everything is working as expected, really would love to know what im doing wrong though for future ref..
Edited by jthomson - Sept. 13, 2018 06:15:15

Attachments:
work_pls.hip (310.8 KB)

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