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How to make my Instanced particles interact and collide with my geomet


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Hey all,

 

So I'm following the digital tutors getting started houdini tutorials and I'm currently stuck. Basically these instanced particles are meant to collide with my box object and then return back inwards. Naturally I understand that the work flows of Houdini 9 and 14 are different, but up until this point it's not been too hard to work out. The moment I try and use the collision node from the shelf is where it all goes wrong. In the tutorial he can select the particles and then select the box. With mine I can only select the original mouse object or the box and if I choose one that is it no second choice.

 

I've tried making the box a RBD object and in this file tried making it a static one and then applying the collision sop on. No matter what I do it wont work?

 

Anyone have any ideas?

 

Kind Regards,

 

Paint

mouse_003.hipnc

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This might be confusing so I'll rephrase it all. 

 

So all I want to do is to use the collision detect pop to cause my instanced mice particles to hit the walls of my box and then bounce back inwards. Currently I have the collisiondetect referencing the box object. What is currently happening after increasing the default particle size is that they are now stopping at the inner walls of the box. They do not however bounce back inwards. On top of that if I use an interact particles, none of them react to it.

The end result I'm wanting is for all the instanced mice to move around the box avoiding each other and bouncing off the inside without 'escaping' 

 

I have tried using the old pop network route and I keep getting the error of there is no particle system. I have tried to turn the box object into a static object or an RBD object but again still nothing happens.

Edited by Paint!
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I went ahead and created a new collision wall object that is actually hollow. I did this so I could turn off Volume Based collision inside of the AutoDopNetwork. This seems to give the results you are looking for. Take a look at the attached HIP file.

 

The collision is based upon the particle centroid, however, so part of the mouse goes through the wall before the reflection vector is generated and the direction is changed.

mouse_004.hipnc

Edited by Atom
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Thank you so much atom! Just a quick question. Where abouts did you turn off Volume Based Collision in the AutoDopNetwork? 

 

Also if I were to do something like this again, would I have to make sure my static object was always hollow? Or was that just a particular work around in this case?

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