Accurate Collisions with low res Flip Simulations

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Hello,

I'm wondering what is the best way to increase accuracy on my Flip Simulation collisions while maintaining the low res look.

As you can see in the image below, The particles are colliding about 100mm off the ground and going through the walls up the top and to the right. The box in the middle is looking like a very accurate collider.



Creating a vdb collider for the walls still gave me a bad result of particles going through walls or stopping too far away from them. I've tried increasing substeps but this did not seem to help. Changing particle separation, radius scale and grid scale works but changes the look too much.

Hip file attached for a closer look.


Thanks!

Attachments:
Collision.JPG (170.6 KB)
CollisionTesting.hiplc (779.4 KB)

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You can decouple collision resolution from flip resolution. Activate the checkbox to set different particle separation values for each part of the system.
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Hi there Enivob,

Thanks for your reply I really appreciate it! I didn't know about that checkbox that's good to know. That is certainly helping the particles colliding much closer to the desired edge of the collider. This works for the VDB collider not for the volume limits. Unfortunately with the VDB collider I'm still getting particles flying through the collider. I really need to avoid this because in the final render it will be very obvious as I'll be rendering these as thick trails.

See here the particles escaping.



And here using volume limits


I've uploaded an updated .hip file if anyone would care to take a look.


Thanks!

Attachments:
Collision_SeparationLower_VDB.JPG (74.6 KB)
Collision_SeparationLower.JPG (195.0 KB)
CollisionTesting_02.hiplc (801.6 KB)

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