[Sidefx-houdini-list] POP Collision question

Robert Kelly isstuff at gmail.com
Sun Aug 15 21:15:05 EDT 2010


Kill the Rebel element!

Crush them under your mighty Boot!

On 14 August 2010 00:21, Sebastian H. Schmidt
<sebastian.h.schmidt at googlemail.com> wrote:
> Hi Alex,
>
> 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'
>
>
> Seb
>
> 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?
>>
>> Thanks
>> Alex
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