olegwer Posted June 29, 2011 Share Posted June 29, 2011 (edited) Hello, odforce, I trying to make explosion inside breaking sphere and my goal to get perfect collision field(without holes). Increasing uniform division(80-100 voxels)in pyro node and volume division(~80, ray intersected) in sop node isn't give the desired result. But simulation time is increasing so fast... Now i looking for something like 'smoke density' inside pyrosolver... Can anybody help me? Thanks. Edited June 29, 2011 by olegwer Quote Link to comment Share on other sites More sharing options...
bunker Posted June 29, 2011 Share Posted June 29, 2011 You can use a pointcloud to create a good collision SDF. - scatter loads of points on you geo - convert your points to a volume ( with a VolumeFromAttribute SOP ) - in DOPs, on you collision object, in collisions/Volume, set the mode to "volume sample" Quote Link to comment Share on other sites More sharing options...
olegwer Posted June 30, 2011 Author Share Posted June 30, 2011 Thanks a lot for you, bunker, I found same way - metaballs. -scattering of points -copying metaballs on geo using points -set the mode 'metaballs' in DOP network. Pics: http://min.us/lblyd8 http://min.us/ld10nm Quote Link to comment Share on other sites More sharing options...
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