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why filp cannot collisions


so_th

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As a tip.

 

If you dont have deforming geometry to collide with. Keep the animation att object level and uncheck the use deforming geometry.

That way DOPs will only calculate the collision SDF for the RBD once and transform it.

VDB is fast but if you dont have to, why calculate it every frame?

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here is what i did, to make collisions work in your scene

 

1.in the flip solver > volume motion tab > Switch your Velocity Type to Volume

2.in the flip solver > particle motion tab > switch collision detection to particle

3.i also did some simple rewiring in sops.. u can see it in the scene file i have attached

 

thanks

flip_test_collision.hipnc

Edited by newbee
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