hello, I've made a hip file showcasing some tests i've made, regarding both sourcing (in the new pyrosolver sop) and solving collisions properly
By "solving collisions properly" I mean without density loss due to collision, for that I disabled "correct collision" parameter in order to see what's going inside the collision object.
I tried different combinations of settings, the grid is 2d and quite low res, in order to have a decent interaction on my old laptop. I tried on a modern workstation with higher resolution, the problem is generally less apparent but definetly still there.
The hip file is commented as best as i can with notes. It took me quite some effort to test meaningful settings and put together the example file.
I'm confused by the fact that the more "accurate" solvers and higher supsteps produce a worste collision behaviour.
If anyone wants to try it out and see if he can make the collision to solve correctly and avoid density going inside the collision objects i've attacehd the hipfile.
beware! even if it seems that on "first interaction" with the smoke the collision works fine ( this is probably the case setting higher grid resolution), let the object oscillate back an forward.
cheers!
collDebug.hipnc