sneaky Posted December 21, 2019 Share Posted December 21, 2019 Hello, I am pretty sure you will find a solution to my problem in seconds, but as I don't know and find much about this problem I find myself asking here. I have a very basic setup : Some sphere copy with a scatter as input. I took care of the fact that they are not intersecting at the beginning. I moved them thanks to VDBadvectPoints and a turbulence noise. So I need them to keep moving. Now what I try to acheive is prevent them from get into each other, but still moving, and keep as much as possible the initial movement (I don't want them to repulse each other or starting to create a messy simulation). Any idea ? Quote Link to comment Share on other sites More sharing options...
kfu Posted December 25, 2019 Share Posted December 25, 2019 you can set them as grains, otherwise do a rbd sim 1 Quote Link to comment Share on other sites More sharing options...
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