The colliders are airtight polys with a collision sdf. The collision voxel size matches the size of the pyro sim.
The source is points that are peaked outward from the collision surface so they don't sit directly on the character surface.
Things I have tried to fix the artifcats.
- Tried both static object collider (with deforming on) and volume source to source the collsion field and collsion velocity.
- Tested increased max substeps between 1-3.
- Increased collision field resolution and subdivided the collsion poly surface.
- Tested with "fill object" on the collsion field and/or increased bandwidth.
- Applied vdb_smooth_sdf to the collsion field.
I'm out of ideas at the moment. Willing to try anything.