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Alembic geo as flip fluid collider issue


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Hi All,

 

Don't mean to spam forum, but it seems that every issue I face is distinct and needs a separate topic, heh.

 

I have a pre-animated logo rising slowly as an alembic file in a flip tank, and I'm wondering what's the best method for making it into

an accurate collider. Found this from this post, but haven't had much luck getting it to work.

 

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It's much simpler than all of this,

Mainly you're using the wrong kind of collider, delete your static rbd object, in the SOP level of your collision object compute the velocity on your points with a trail SOP then in the populate containers shelf use the source collision tool to create a collider for you're simulation. This will generate a collision and collisionvel.xyz volumes required to correctly calculate your collisions. This way you can also calculate colliders for cached geometry which is the most frequent use case anyway. If you need to do things at high speeed then smiply make sure you cache your collisions at substeps and increase dopsubsteps.

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http://forums.odforce.net/topic/19662-collapsing-flip-fluids/

 

 

 

 

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Remember that file i sent you, look into it :P

and just up the collision separation in your flip object to get a more accurate collision.

 

Short answer, static rbd object is awesome - you just need to know how to set it up.

And you have the option of friction, which is not something you get if you decide to use the "source volume" method.

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  • 1 month later...

@ciliath - could we see this example file of yours ?

 

why should I use rdb static, with volume sample, instead of source collision volume ?

are there more things to take into account that the physical properties of the rbd ?....

 

I''ve been struggling with this for a while as well, and I had heavey scenes that worked with one option but not the other, so further in depth discussion on this would be appreaciated.

 

thanks.

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  • 2 weeks later...

Hey guys,

 

alembic colission , with pyro solver

 

1: in scalar volume vilzualize isosurface,

in your collision volume in container settings , change it to collision , if you havent already done (adjust your padding)

 

2: in the pyrosolver , on the relationship tab, enable enable relationships, under collisions tab, enable collision interior as temperature Merge , turn on Correct collisions

 

with rbd solver ,

 

on the rbd collisions , enable use volume velovity for collisions

 

on flipsolver on the collisions tab , change the velocity type to volume

 

hope this helps !

Edited by xs2222
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