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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? 

 

 

 

 

image.png

 

ignorecollision.hipnc

Edited by tagosaku

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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.

 

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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!

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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.

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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

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yeah, that's funny, but we can still isolate and manipulate their particles, then it's ok:D

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