Collision in pyro simulations

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Hello guys, I want to improve the collision behavior in my smoke simulations.

There are two bullets and a lot of smithereens flying through. Currently especially the bullet seems to be pushing the smoke away with a big invisible ball around it.

So I tried to correct that using velocity scale in the pyrosolver. I believe that only changes the strength of the effect, it does not reduce the area around the collision objects.
So is there another parameter I can use to correct this? Is there maybe something wrong with the collision object itself? I used collisionsource to create the collision SDF and the v attribute on the collision points. Some of the very small shivers in the scene are too small for the SDF's resolution, but most of them are not. Also the bullets are well represented in the SDF.
Do you have another idea what else might be the reason here?

Thanks for any ideas!
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I ran into a similar issue, but I'm not sure how exactly you're creating the collision velocity. I used the Volume Rasterize Attribute node, and on there it has a Filter option, which is set to Gaussian by default, but by setting it to Point, you can get a way closer representation of your geometry. Not sure if you can apply it to your method, or if you can switch to this one, but I found this to be very reliable for every kind of volume collision (pyro, FLIP, etc.).

On the picture, the top volume is made by Points and the bottom one is made by Gaussian. You can clearly tell the difference.
Edited by madorjan - Aug. 8, 2022 22:18:45

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