[Sidefx-houdini-list] POP Collision question
Sebastian H. Schmidt
sebastian.h.schmidt at googlemail.com
Sat Aug 14 03:21:26 EDT 2010
are your particles flying very fast ?
If so you could increase the oversampling on the pop-network but that slows
down the whole simulation.
Another thing what you could play with on the collision pop would be the
collision tolerance parameter.
That parameter defines 'Distance from geometry at which particle is
considered to have collided'
On Sat, Aug 14, 2010 at 3:28 AM, Alex Czetwertynski <
alex at franktheplumber.com> wrote:
> I have a set of particles emitted from a sphere going towards another
> sphere where they stick and slide along the surface. The problem I'm having
> is a series of rogue particles flying away from the sphere even though the
> majority are properly sticking on it.
> I tried increasing the radial force in my Point SOP at Geo level, but that
> doesn't seem to help...
> Is there anything I can do in the Collision POP to avoid this?
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