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floriannolan's Achievements


Newbie (1/14)



  1. Hi, I'm struggling with this effect. I have a container with multiple little balls. When the container is moving I can have correct collision if I have 50 substeps. But my problem is that the balls seems to get high energy/power/velocity from the collider (see at frame 69). I don't know how to calm it down without having to put some key because it'll be a generic asset. I tried Parallel Constraint Solver but it's not efficient. I also tried put velocity at 0 but it seems that the static object's velocity doesn't have influence on the balls I attached a file and I really hope someone could help me Thanks a lot fast_collider.zip
  2. Did you keep 10 substeps? because it's really heavy for now, 5 minutes and still cooking the first simulation frame
  3. Hi all, I'm facing an issue with my FLIP simulation and I don't know how to handle it. I have a fluid in a container. The object is moving so I need to have accurate collisions (I tried collisions with Source Volume, and with Collision Source - it seems to work better with fast moving object - but it's not enough even with 10 substeps on the solver) When the container is falling toward the ground I can't have my fluid with nice collisions and nice motion to create splashes. I tried to inject velocity with a pop advect by volumes but it's not really pretty. Does anyone have some tips? splash.zip
  4. Hi ! Thanks for the reply, I'll try that. I scaled down too much my scene because I had some RBD that were ejected really fast by my collider when this one is rotating. Maybe it's a balance to find
  5. Hi all, I'm new in RBD and I have this issue. I fill a box with objects instanced by particles. The box is a collider in convex hull (per Set Of Connected Primitives because I splitted all faces of my box) My small RBD objects are in Convex Hull as well because Concave seems to act weird. The problem is the RBD don't stop spining on the collider If anyone has some tips it'll be very appreciated. I joined the scene file because it will be more helpful Thanks a lot ! croquettes_16_debug.hip
  6. Hi all, I have a sphere wich is keyframe animated, so in my dop, the RDB Object node as "Use deforming Geometry" activated. When I start the simulation, the smoke doesn't move until I put "Create Active Object" on. But the problem is that the animation is no longer the same. Is anyone have some tips? Here is my scene if you want to understand what I'm trying to do. Thanks ! test_smoke.hip
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