JuriBryan Posted December 20, 2011 Share Posted December 20, 2011 Hey I am trying to make some fluid examples right now, just to see how the different settings look set up, rendered and all. For that I want to make a sphere emit the fluids inside a bigger sphere. But I found a problem by trying to do that... I can't seem to find a way to make DOPs detect collisions inside a object... I tried to invert the normals by scaling the bigger sphere negatively but that did nothing... so is there a button that I am missing or is there a right way to get the wished result? cheers Juri Ohh and by the way with fluids i actually mean fluids... liquid simulations;P Quote Link to comment Share on other sites More sharing options...
ikarus Posted December 20, 2011 Share Posted December 20, 2011 invert your geometry via isoOffset + convert volume invertedsphere.hip Quote Link to comment Share on other sites More sharing options...
DanBode Posted December 20, 2011 Share Posted December 20, 2011 There's also the Invert Sign check box on the Collisions>Volume tab of the Static Object or Rigid Body object. This inverts the signed distance field used for collision detection. Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted December 22, 2011 Author Share Posted December 22, 2011 There's also the Invert Sign check box on the Collisions>Volume tab of the Static Object or Rigid Body object. This inverts the signed distance field used for collision detection. well that works wonders;P thanks Quote Link to comment Share on other sites More sharing options...
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