architkhatri Posted October 14, 2014 Share Posted October 14, 2014 The collisions between the flip source and static object is completely ignored, what am i doing wrong. I have attached the .hip and a bgeo. Please help ! SandPit.zip Quote Link to comment Share on other sites More sharing options...
dbukovec Posted October 14, 2014 Share Posted October 14, 2014 hi! You converted the Bucket object to VDB, You already setup the collisions for staticobject_Sandpit (DOP), you should make the same for the staticobject_Bucket. Also rewired the dopnet a bit, could not test the sim, cos there is no animation SandPit_AnimationPreViz_db.zip 1 Quote Link to comment Share on other sites More sharing options...
architkhatri Posted October 14, 2014 Author Share Posted October 14, 2014 Hello, The use deforming geometry was turned off on the staticobject_Bucket, i just had it disconnect for a bit because even before the bucket gets to the SandPit, all the flip fluids were just going through the SandPit. I have checked everything, that i could think of and its still not working. Quote Link to comment Share on other sites More sharing options...
loudsubs Posted October 14, 2014 Share Posted October 14, 2014 Make the walls of the collision geo much thicker, they are too thin at the moment. The collision geo does not need to be the same as the render geo. Also make sure that your particles are not interpenetrating with the collision geo at the start of the sim. Quote Link to comment Share on other sites More sharing options...
architkhatri Posted October 15, 2014 Author Share Posted October 15, 2014 I made them thick, but still don't work. I guess there is something wrong with the mesh. Quote Link to comment Share on other sites More sharing options...
ryew Posted October 15, 2014 Share Posted October 15, 2014 I second loudsubs suggestions - thicken your container geo and scale your source down so it does not start the simulation interpenetrating the container. Fusing your points to ensure there are no holes is wise, but you'll also want to ensure the "fill interior" option is enabled on your VDBFromPolygons nodes as well. Increasing the substeps on your DOP Network node to give it a bit more time to process the collision could help, but definitely ensure your collision surfaces are solid first. SandPit_AnimationPreViz.v2.hipnc.gz Quote Link to comment Share on other sites More sharing options...
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