Crowd and Volume collisions

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Hello

I have a very basic crowd sim here with some low poly agents and I would like to have a smoke volume collide/interact with the crowd sim but I am having some problems doing so. At what level can I achieve this? At the crowdsource level? Agent level?

Has anyone had any luck at doing this?

Edit: My agents are FBX files, if that helps.
Edited by chanson78 - Nov. 8, 2017 05:00:26
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I'am also interested - how to generate smoke on the crowds footsteps for dusty terrain for example?
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I think you have to unpack them, convert them to VDBs and stuff to be able to collide with smoke and fluid sims.
Correct me if I'm wrong.

For generating smoke - there is a way to use the positions from packed geometry (which is what agents are) but I don't know how yet But I've seen some advice somewhere, try googling it.
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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.
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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 - the VDB generation (which is what the Collision Source does)kills my computer
Thanks for sharing what you did, though.
Edited by Lukas Stolarski - Dec. 5, 2017 08:12:30
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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.
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