tagosaku Posted June 28, 2021 Share Posted June 28, 2021 (edited) hi, I have a question about collisionignore attribute. When setting i@collisionignore=1, I expect particle should go through collision object, but it's still colliding. My guess is collisionignore only works with popcollisiondetect node. Any collision objects with a merge node won't work. In other words, how can we control to ignore collision for staticObject? ignorecollision.hipnc Edited June 28, 2021 by tagosaku Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 29, 2021 Share Posted June 29, 2021 here's my foolin' around, by that I implied I'm no expert: s@collisionignore = "xxx"; will not work as there's no object xxx s@collisionignore = "ground*"; will work for the ground s@collisionignore = "*"; should work for anything, i hope. Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 29, 2021 Share Posted June 29, 2021 here's one to ignore one but not the other ignorecollision2.hipnc Quote Link to comment Share on other sites More sharing options...
tagosaku Posted June 29, 2021 Author Share Posted June 29, 2021 Noobini, Thanks so much for your help! Oh collisionignore is string! I was thinking collisionignore was integer because I cannot find a page describe VEX collisionignore by search! Anyway, I appreciate your example file, too! Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 29, 2021 Share Posted June 29, 2021 2 hours ago, tagosaku said: Noobini, Thanks so much for your help! Oh collisionignore is string! I was thinking collisionignore was integer because I cannot find a page describe VEX collisionignore by search! Anyway, I appreciate your example file, too! no worries, of course I did NOT know it was of string type...so I simply put down a collisionignore node (not wrangle) that worked fine so I simply looked in the spreadsheet and it says................................................"*" No prizes for guessing that it's not an integer but string. Just reverse engineer something you know that works. 1 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted July 2, 2021 Share Posted July 2, 2021 Funny thing is collusion is effectively ignored but if you display hit impact feedback, he consider the collision, turned the particles red, but don't consider it to change the particle behavior. A bug? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
tagosaku Posted July 3, 2021 Author Share Posted July 3, 2021 yeah, that's funny, but we can still isolate and manipulate their particles, then it's ok Quote Link to comment Share on other sites More sharing options...
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