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Showing results for tags 'static objects'.
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Hi there Everyone. So I have a bit of an Issue and was wondering if someone could Assist me. Explanation of the SIM : Fluids hit the center using a Magnet force, Gravity turns on and magnet force off causing the fluids to drop into a Sphere where the fluid will be stirred around by moving the sphere. Explanation of my SOP & DOP Set up : I have a fluid objects (Spheres) that I use a Copy to Points SOP and mountain SOP to displace from the center and a few transforms to get a decent scale. I then Created an Object in the middle for them to Collide with. Check the first image attached for the scene. I then have Another sphere where I want the Fluids to interact with but the fluids must remain within the Sphere. I have turned on Invert Sign to do this and have tested it to know it works. Check second image attached. I then want to switch between the two objects at a Specific frame so that the Fluid can fall into the bigger sphere and be stirred around. Check the thirst image for my DOP set up. I have tried an RBD Keyframe Active, Switch Value and nothing works. Dose anyone know how I can achieve this affect ?
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- houdini
- flip fluids
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Hi, I have a question about setting up collisions on a static object. My goal is to have a character walking through snow. I have a grain simulation and then an alembic of a character walking. I have my grain simulation setup, now I need to make my character a static object so it collides with the grain pop simulation. I then made my character walking alembic a static object. Now here is my question: I need to edit the collision boundary of my character walking, but how do I know which solver is being used? Bullet, ODE, or RBD? To sum it up, I have a static object being used as a collision for a pop simulation. How do I know what simulation engine is being used to calculate collisions? Bullet, ODE, or RBD? Thanks in advance