IhabAli Posted July 2, 2019 Share Posted July 2, 2019 Hello, i have a setup using instancing from the vellum source node. I’m essentially using single point each frame to instance a vellum patch. The trouble is, if the instance happens to be created intersecting with an already instanced patch the they seem to weld together. It’s not actual welding but I think the collision algorithm just gets confused and keeps the overlapping surfaces stuck together as it tries to minimize intersections between the pscales of these points. Is there anyway to resolve that? Quote Link to comment Share on other sites More sharing options...
IhabAli Posted July 2, 2019 Author Share Posted July 2, 2019 In case anyone is interested this is my temporary fix to the issue so that my patches don't stick together: I added a pop wrangle node after my vellum source to make sure this is the last step of the sim. Inside this is what I have if(@overlap_self>0&&@overlap_self<999) { @disableslef=1; } else { @disableself=0; } basically disables self collision if an overlap is detected...at least this is how I understand it. it seems to work.. Quote Link to comment Share on other sites More sharing options...
CYTE Posted February 2, 2021 Share Posted February 2, 2021 Hey IhabAli, I just wanted to say Thank you! for sharing your solution! It helped me a ton in my current project! Cheers CYTE Quote Link to comment Share on other sites More sharing options...
Sifis Posted May 2, 2021 Share Posted May 2, 2021 Thank you IhabAli, very useful piece of code. I was scratching my head with overlapping sticky collisions for a long time. Quote Link to comment Share on other sites More sharing options...
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