Hello!
I am doing a vellum grain simulation and I am having some issue with the collisions.
The grains should stay inside the machine (wire mesh around the sim), but as you can see in the image below quite a few of them escape the mesh.
This is especially true for the two of the 3 cylinders... maybe it has something to do with the collision mesh? This is how the collision mesh tree looks like
I also tried increasing the substeps of the sim into the vellum solver node, but I didn't notice any significant difference.
Any tips on what to do to fix the problem?
Thank you!
Bernardo
vellum grain collision issue
1819 2 0- Bernardo
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- CYTE
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- Bernardo
- Member
- 13 posts
- Joined: 8月 2014
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Hey CYTE, thanks for you answer! There's quite a lot of external objs and alembic files, few of them quite big, which are needed for the file. Do you know if there's a way to pack them or do I have to manually put them in a zip when I send the file?
By the way, I've solved the issue!
2 things helped
- I think the collision mesh was too messy. I guess houdini didn't like too many stretched ngons. I thought houdini automatically remeshed the geometry, but maybe I am wrong? Either way, I exported a remeshed version of the collision geometry from blender (I know I could've done it in houdini, but I wanted a quick check and I am much more proficient in blender than in houdini).
This fixed most of the escaping grains.
- To fix the few remaining grains I've created an "encapsulating" version of the collision geometry and I fed it into a pop kill node, so that basically any grain escaping the collision object was killed.
Seems to be work well now!
By the way, I've solved the issue!
2 things helped
- I think the collision mesh was too messy. I guess houdini didn't like too many stretched ngons. I thought houdini automatically remeshed the geometry, but maybe I am wrong? Either way, I exported a remeshed version of the collision geometry from blender (I know I could've done it in houdini, but I wanted a quick check and I am much more proficient in blender than in houdini).
This fixed most of the escaping grains.
- To fix the few remaining grains I've created an "encapsulating" version of the collision geometry and I fed it into a pop kill node, so that basically any grain escaping the collision object was killed.
Seems to be work well now!
Edited by Bernardo - 2022年11月30日 04:39:43
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