Hello all.
I was just testing the collision between a static removing geomerty and particles.
At frame 50 I remove half of the sphere but soon as I remove it, particles explode queerly!
I attached my test so you can see what happens at frame 50.
Let me know if this problem happens for you as well.
Thanks a lot in advance.
Colliding particles with a static removing geometry
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- N-G
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- VortexVFX
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I think the changing point count might be throwing off the deforming-geometry sourcing for the collider... it's more for actual deformation, not partial-deletion.
Try having each half be a separate, non-deforming static object, then just "switch off" the top one... not sure if there's a more elegant way, I've used a Switch DOP.
Try having each half be a separate, non-deforming static object, then just "switch off" the top one... not sure if there's a more elegant way, I've used a Switch DOP.
Dan Wood
Vortex VFX Ltd
Vortex VFX Ltd
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- N-G
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VortexVFXThank you so much.
I think the changing point count might be throwing off the deforming-geometry sourcing for the collider... it's more for actual deformation, not partial-deletion.
Try having each half be a separate, non-deforming static object, then just "switch off" the top one... not sure if there's a more elegant way, I've used a Switch DOP.
But the problem is that if you want to delete the primitives of the geometry dynamically during the simulation, this method won't work anymore.
I know that we can use volumes instead but I'm curious to know why this happens for surface colliders.
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- vicvvsh
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