art3mis Posted December 11, 2022 Share Posted December 11, 2022 (edited) Hey guys. Need some help with collision geometry for a Flip sim. In the attached you can see the original geometry in collision source, and the resulting voxels in #2. The geometry is sourced from external .objs that I have merged than applied a Boolean Union operation to. Is there something else I can do to make sure the conversion to voxels works correctly? Edited December 13, 2022 by art3mis Quote Link to comment Share on other sites More sharing options...
dleonhardt Posted December 13, 2022 Share Posted December 13, 2022 The object needs thickness and it needs to be watertight. Quote Link to comment Share on other sites More sharing options...
haggi Posted December 13, 2022 Share Posted December 13, 2022 You can close the geometry and use invert sign in the static collider node to use the interior only. Quote Link to comment Share on other sites More sharing options...
ryew Posted December 13, 2022 Share Posted December 13, 2022 Once your mesh is thickened and watertight, you will likely need a higher voxel resolution for your collider as well - I suggest halving your collision resolution until you see proper representation of the geometry in VDB form - also cull out/down parts of any sections you don't need to collide with to reduce the calculation time. Quote Link to comment Share on other sites More sharing options...
art3mis Posted December 15, 2022 Author Share Posted December 15, 2022 Thanks for the replies! Tried reducing my Voxel (VDB) size in my Collision Source but didn't seem to help. Also, when should you use Surface Collisions (Geometry) vs Volume Collisions (VDB) as your Collision Detection type? Quote Link to comment Share on other sites More sharing options...
Atom Posted December 15, 2022 Share Posted December 15, 2022 With FLIP you never use surface collision, that's for RBD. FLIP always uses volume collision. You're viewing your collision wrong. Collision is the purple color, you have to activate it under the Guides tab of the FLIP Object. What you're showing us in your screenshot is the VDB conversion. Flip converts it once more by resampling it to your particle separation value. That's what the true collider looks like and the guides tab will show you. Quote Link to comment Share on other sites More sharing options...
art3mis Posted December 15, 2022 Author Share Posted December 15, 2022 28 minutes ago, Atom said: With FLIP you never use surface collision, that's for RBD. FLIP always uses volume collision. You're viewing your collision wrong. Collision is the purple color, you have to activate it under the Guides tab of the FLIP Object. What you're showing us in your screenshot is the VDB conversion. Flip converts it once more by resampling it to your particle separation value. That's what the true collider looks like and the guides tab will show you. Thanks Atom Quote Link to comment Share on other sites More sharing options...
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