vdb vs sdf based collisions.

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ive tried both the standard “rigid body” tool and the “deforming geometry” one for my alembic imported,animated collision object.

with rigid body, i get decent collisions, but its so damn slow when i have the volumetric subdivisions turned up high enough.

with the “deforming mesh” collisions, its much much faster, even if i set the vdb grid to be extremely finely divided, so it looks almost identical to the source mesh in the viewport.


however, i find the vdb based collisions with grains to be quite odd looking.

ive tried enabling “calculate angular momentum” but i get odd movement from particles in a fairly large radius around my collider.

any tricks to get vdb collisions to work more like the standard rbd one?
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