I'm relatively new to Houdini. Sorry for maybe noob question, but I had no luck with searching for solution.
I have a for-each loop which generates brush colliders to smear the paint inside the dopnet.
I merge all them in a single volume to load as a static object (because I don't know how to auto-generate numerous nulls to reference to proxy volume)
All proxy volumes are brought into the dopnet and speed is calculated normally only after I merge all volumes into a single SDF.
But the pop fluid particles start acting really strange, as if the speed of the collider was calculated from a single primitive.
And that's how the VDBMerge node works, it collapses all volumes into a single pieces.
Is there any other way to procedurally create collisio
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n objects into Dopnet? I tried RBD solver but my knowledge is limited so I couldn't transfer complex collider deforming.Thanks for your help!
