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?
vdb vs sdf based collisions.
1604 0 0- robinlawrie
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