Hans Peter Posted March 5, 2021 Share Posted March 5, 2021 Hey, do you have a tip on how to increase collisionvelocities of flip when colliding with something static? I tried putting "collisionvelscale" onto particles, increase the value around collision areas and put it back onto the field. Didnt work. Quote Link to comment Share on other sites More sharing options...
Atom Posted March 5, 2021 Share Posted March 5, 2021 (edited) Try adding point normals to your static geometry, then assign those normals to v@v. v@v = @N; This will provide something other than zero for the solver to multiply against. ap_flip_static_collider_velocity.hiplc Edited March 5, 2021 by Atom Quote Link to comment Share on other sites More sharing options...
Hans Peter Posted March 5, 2021 Author Share Posted March 5, 2021 I can add external forces, sure. But do you know a way to work directly with the collisionvel or collisionvelscale? I'm wondering why its not working. I created a particle group near the collision area and passed the collisionvel or velscale onto those particles, increased th values and noised them up a bit and transferred the stuff back to the field. Quote Link to comment Share on other sites More sharing options...
Atom Posted March 5, 2021 Share Posted March 5, 2021 (edited) collisionvelscale is the parameter on the solver. Don't pass that, pass v@v on the surface of the collision object. Without the v@v attribute present, the collisionvelscale seems to do nothing. Once you add the attribute to the collision points, it begins to work. The first GIF I set collisionvelscale to 10.0 This one I set it to 0.1. Edited March 5, 2021 by Atom Quote Link to comment Share on other sites More sharing options...
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