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Why static object is not working in popnet


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Hey there!

Please anyone help me with this, When i make the Static object node in the "popnet", then the particles i created does'nt collide with that ground or static object. 

I tried many ways but the collision is not happening with the particles and static object.

Here i have a ground which is subtracted(By boolean) from the main ground which is being fractured and the main ground is emitting debris, but whenever i use static object and import the ground to be a static object there, it won't collide with particles. 

Why is this happening and what is the best solution for this ?

Here i linked 2 images where you may understand what i am trying to say.

Anyone's help will be appreciated, Thanks in advance.

Particles going down.png

Popnet area.png

Ground.png

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This may be happening because the velocity of your particles moves them through the collider in one substep. There are two solutions. 

1.) Make your collision object thicker. (and render an alternate thinner version)

2.) Add substeps to the popsolver1 node. Try a minimum of 9 and a max of 12.

Edited by Atom
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Atom

Thanks for your reply to this.

I tried these steps but it does'nt making that collide. The result is same as earlier. And for the option 1 - to make the collision object thicker, my object is thicker from the start maybe 3-4 units of thickness it has.

Is there any other way of solving this ?. Sorry for this, but i really need to find the solution of this.

 

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The main thing i want to tell you, so that you may tell me if it is right or wrong. 

The setup of ground is created on a 25 scale of grid in viewport. I don't know if it is giving problem because of high scale. But i tried it by scaling to low, but with that the result is same. 

Today at evening only, i tried of changing the Division method from "Max axis" to "By scale" in the Static object node. And after that the collision is happening properly, so is this the reason of not having collision ? And why it is colliding after changing "By scale" ? 

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I'd highly recommend you post an example scene where you are having this difficulty, that way you can receive specific advice and likely even have a modified/solved version of your .hip file posted by a replying forum member

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i have done this particle collision setup in a new file with simple grid as an emitter and a box down. The same problem was happening of not colliding but if i scale down the scene then it was colliding properly. I think the main issue is high scaling of geometry. Can anyone tell me what should be the scaling value of the whole scene in viewport so that the particles effects works properly. 

And thanks btw for your support. Loving Houdini

Edited by Ansh Kathuria
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