christopher hanson

chanson78

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Static Object issue in RBD sim June 19, 2018, 9:08 a.m.

Hello

I can't seem to figure this one out and I know it has a simple answer/solution but I can't get my head around it. I have a RBD particle sim going on here with two boxes as static colliders BUT when I run the sim the two colliders create some invisible collision between the box ends. Ive had the same result when it was one extruded L shape box or when it is two boxes.

Crowd and Volume collisions Dec. 5, 2017, 1:03 p.m.

loogas
For small crowd I guess it's ok, but I always think about some more extreme cases For example I have a scene with 5000 agents

Do you really need though the VDB sim to collide with all 5000 agents? In this situation, I would only have the VDB sim affect/collide only the absolutely critical agents for the shot and let the VDB sim pass through(not collide) the other agents assuming they are background or far away enough from the camera. Also if your agents are high poly, then of course that will greatly affect the collision sim calculation. You might consider having the VDB sim only affect low poly proxy agents.

Crowd and Volume collisions Dec. 4, 2017, 2:23 p.m.

I got this to work quite easily using the Static Object in the shelf menu and selecting my crowdsource. It set up all the rest for me, worked like a charm.