AlSk Posted September 27, 2019 Share Posted September 27, 2019 Hi everybody, I'm simulating smoke emitted by a fast moving car and I've encountered problems with collisions. The smoke just gets erased when the car rotates and doesn't make any evasive movement. The collisions I tried were done by sourcing a collision and collisionvel field, but the behaviour isn't right. I've also tried everything I've come across in the forum, but probably I've missed something: Higher/Lower collisionvel. PCG Projection More Substeps (Up to 9) Higher voxel density. Correct Collisions on/off Maybe I have to generate the air flow manually? I'd be thankful of any help or ideas. A preview and the files are attached if you want to take a look. car_steamUC_post_v0002.mp4 car_steamUC_post_v0002.zip Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted September 27, 2019 Share Posted September 27, 2019 (edited) I just used a collision source sop paired with static object dop and it seems to work fine. I didn't even add substeps or anything. You can see in this photo the smoke flows around the collision. car_steamUC_post_v0002_fix.hip Edited September 27, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
AlSk Posted September 27, 2019 Author Share Posted September 27, 2019 Thank you, Evan for your fast reply. To see the effect a little bit better, I've rotated the car to land on both front fenders. I think it still cut a lot of the density. Actually my first approach was to keep the car in place and to build a wind around it. In that setup the smoke did actually flow around quite nicely. The major backdraw was that it didn't slow down and felt like wind tunnel. Quote Link to comment Share on other sites More sharing options...
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