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High velocity volume collisions

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Might be more of a programming question. I want to simulate fast moving volume collisions, think bl3nder or fan or propeller colliding with either another smoke volume or soft body. Without even attempting,  I expect that as the speed of the rotating blades increases the collisions are going to simply fail, assuming a constant 24 or 30fps playback.
The rotating blades will simply be moving too far from one frame to the next for any collision accuracy.
Is my assumption correct? What would be the best workaround?

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I think the best way is to model a velocity field, a pump. That way you can have a good pseudo collision response.

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