popnet exploding with "use deforming geometry" static object

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Hi all
I have some particles in a popnet, falling into a half sphere that has a thickness, and a deforming geometry.
When i tick the "use deforming geometry" option in my static object, my particles start misbehaving.
If i try without, and use a static version of the collider, everything works perfectly.
If i turn it on, with volume collisions they go through the collider, and with surface collision they just explode as soon as they touch the mesh.
Collision guides for both surface and volume collisions look perfectly fine.
Am i missing something? substeps or anything else?
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Is collider's topology changing by any chance?
Tomas Slancik
FX Supervisor
Method Studios, NY
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Yes it is!
Not sure why I omitted to mention it.
At first I thought I need to cache my collider with the same amount of substeps I use with the particles, but before doing that I thought I should ask here.
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