saca Posted December 10, 2020 Share Posted December 10, 2020 “Pyro and collisions” https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_and_collisions this sample hip file shows two setups. A) setup SDF volume from staticObject. B)SDF volume on SOP, for Collision volume. I set it by method B. However, the collision is not accurate and the fluid appears to slip through. what’s wrong? increasing substeps does not work well, and avoid it. thanks HDQ_FB_Fx_fireBall_v003.009_ODForce.hip Quote Link to comment Share on other sites More sharing options...
saca Posted December 10, 2020 Author Share Posted December 10, 2020 Using this as a reference, I added a collision object to Pyro second input (pre-solve). Then, improvement was seen. It ’s much better than before, There are still some front areas that are not covered. Please tell me know if there is a better way. thanks HDQ_FB_Fx_fireBall_v003.010_ODForce.hip Quote Link to comment Share on other sites More sharing options...
Sepu Posted December 10, 2020 Share Posted December 10, 2020 I'm guessing you do not want any of the smoke coming out of the collision then use a static obj and choose a volume collision. Mode > volume sample. HDQ_FB_Fx_fireBall_v003.010_ODForce.hip Quote Link to comment Share on other sites More sharing options...
saca Posted December 12, 2020 Author Share Posted December 12, 2020 thanks I'm sorry, my explanation seems to be lacking. I don't want to trap the flames. I want to make the ball collide accurately so that it does not pop out. I also tried Volume-Sample, but it still popped out. However, the fact that the flame slides on the sphere may be accurate. --- Therefore, it may be necessary to add other flames at front. or, ball does not move, add velocity from front, or move only very slow, and move pyro simulated cache. These tricks aren't very good, but they are often used. Quote Link to comment Share on other sites More sharing options...
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