[Sidefx-houdini-list] POP Collision question

Andrew D Lyons tstexture at gmail.com
Mon Aug 16 12:32:29 EDT 2010


I have a SOP that cleans up this kind of thing. It basically deletes
particles that don't meet a certain conditionby ID across their entire
life span. It's like they never existed...

On 15 August 2010 18:15, Robert Kelly <isstuff at gmail.com> wrote:
> 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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=======================================
Andrew D Lyons | Digital Artist | http://www.tstex.com
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