Problem ...Dynamics ....all...
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- goldfarb
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- mergen
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- buki
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hi!
assuming that you are using bullet, so from the terrain a convex hull is built (check with shrink wrap SOP what shape you will get on the terrain), thats why you are getting wrong collisions.
on the terrain object in dops, collisions/bullet data tab, choose: geometry as is, and uncheck polygons as convex hulls
assuming that you are using bullet, so from the terrain a convex hull is built (check with shrink wrap SOP what shape you will get on the terrain), thats why you are getting wrong collisions.
on the terrain object in dops, collisions/bullet data tab, choose: geometry as is, and uncheck polygons as convex hulls
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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buki
hi!
assuming that you are using bullet, so from the terrain a convex hull is built (check with shrink wrap SOP what shape you will get on the terrain), thats why you are getting wrong collisions.
on the terrain object in dops, collisions/bullet data tab, choose: geometry as is, and uncheck polygons as convex hulls
thanks
but I uncheck polygons as convex hulls it's not work same before.. please check the file what is wrong?
chose
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looked at your file, it is a flip simulation, before you have shown us an rbd simulation, so i assumed you are using bullet
You can't use bullet collisions with flip fluids.
Thats why i adjustet volume collisions for terrain and rocks
i rebuilt some things
- extracted all the rocks with the shelf tool to a separate container, so it can be easily added as collisions
- adjusted the volume collisions in dops to have a proper sdf for it
- rebuilt the emitter, on fluid source i added a littel velocity in -X to have a starting speed
hope it helps
You can't use bullet collisions with flip fluids.
Thats why i adjustet volume collisions for terrain and rocks
i rebuilt some things
- extracted all the rocks with the shelf tool to a separate container, so it can be easily added as collisions
- adjusted the volume collisions in dops to have a proper sdf for it
- rebuilt the emitter, on fluid source i added a littel velocity in -X to have a starting speed
hope it helps
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- mergen
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buki
looked at your file, it is a flip simulation, before you have shown us an rbd simulation, so i assumed you are using bullet
You can't use bullet collisions with flip fluids.
Thats why i adjustet volume collisions for terrain and rocks
i rebuilt some things
- extracted all the rocks with the shelf tool to a separate container, so it can be easily added as collisions
- adjusted the volume collisions in dops to have a proper sdf for it
- rebuilt the emitter, on fluid source i added a littel velocity in -X to have a starting speed
hope it helps
thanks for your replay guy thanks again it's really help us
chose
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