riviera
This is an “interesting” shortcoming, especially that there _are_ SDF-related vdb functions, so clearly it's an intended use, but this behaviour complicates things. Is there no workaround for this behaviour?
For FLIP a collision SDF only needs to be accurate within a certain bandwidth, namely enough to correct any particles that end up inside the collision objects, using the gradient to push them outwards. You can increase the bandwidth generated by VDBFromPolygons using the Exterior Band and Interior Band parameters, in either voxel or world space.
I've had success using 4 * FLIP particle separation for cached .vdb's, using the largest particle separation I'll frequently be testing with. While the resulting VDB won't be quite as compact as with a really thin bandwidth, you'll get good collisions.
This is a simple test of using VDB From Polygons to create both a collision SDF and collision velocities at the same time, then brought into FLIP using SourceVolume:
https://s3.amazonaws.com/vfx/zombie_vdb_source_vol.mp4 [s3.amazonaws.com]
Then those same cached VDB's are used as a VolumeProxy and sampled at half-res into a StaticObject for use in a (totally gratuitous) whitewater sim:
https://s3.amazonaws.com/vfx/zombie_vdb_source_vol_ww.mp4 [s3.amazonaws.com]
I tested at higher-than-necessary res for the VDBs: the VDB file containing both the SDF and collision velocity was about 28Mb per timestep, at a max res of . A character walking through water like this is a bit of a torture-test for FLIP, so good collisions are a must.
I can make post the .hip (without geometry I'm afraid) if anyone's interested.