Jump to content
Sign in to follow this  

Scaling vs Transform Collider Pyro

Recommended Posts


I have come across an interesting problem when I try to collide my pyro sim with a scaled object.

When I animate the scale of a sphere and use it as a collider, the collision seems to delete most of the voxels of the pyro sim instead of pushing it outwards or wrapping around it like I was expecting.

However, when I animate only the transformation of the sphere through the pyro sim it does what I expect and pushes it outwards/wraps around.

Both colliders have a velocity attribute so I know that can't be the issue...

Is there any reason why scaling would have a different effect on the way it collides? I am trying to get the smoke to wrap around it and push out.

I will attach my scene for anyone that wants to take a look.

Thank you. 


Share this post

Link to post
Share on other sites

Try turning off Correct collisions inside the solver (Advanced/Collisions). What is happening with the scaling version is that your density source eventually ends up inside the collision object. This causes density (or the fields specified) to immediately be removed. Try to avoid this with better shot planning.


Edited by Atom

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this