sneaky 1 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 ? Share this post Link to post Share on other sites
kfu 8 Posted December 25, 2019 you can set them as grains, otherwise do a rbd sim 1 Share this post Link to post Share on other sites