Grezzybear Posted September 7, 2018 Share Posted September 7, 2018 I am messing around with some FLIP collision effects and have found the popcollisionignore node doesn't work with FLIP sims. I'm confused on why exactly it doesn't considering its operating on the geometry, is this a problem/setting with the FLIP solver itself? It obviously works very easily with a regular pop sim but no dice otherwise. My plan here is to shoot the particles into an object, once the particles are inside the object it switches to collide with the object, and the particles are stuck to swirl inside of it. This would all work fine with a sop solver and some group nodes if the popcollisionignore worked as intended, can someone maybe point me in the right direction? Thanks! flip_collision_ignore.hipnc Quote Link to comment Share on other sites More sharing options...
gox570 Posted September 11, 2018 Share Posted September 11, 2018 (edited) In FLIP, the dynamics are almost considered by volume not particle. It's more like you sim a pyro and then use this pyro to drive particles. (in some of case) there is no a real collision happened between collider and particles, your particles probably just tooks the velocity from flip and moves like "have a collision". if you want to make sure is"popcollisionignore" works well, just turn on "detect droplet" and set a super high value to ignore the velocity from volume. I don't know the best way to ignore collision per particle in FLIP. But I will try to separate the FLIP to 2 simulation. once the particle into this object, send to the secondary FLIP simulation. Edited September 11, 2018 by gox570 Quote Link to comment Share on other sites More sharing options...
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