[Sidefx-houdini-list] POP Collision question
alex at franktheplumber.com
Mon Aug 16 14:13:08 EDT 2010
My particles are going pretty fast and neither oversampling or cranking up the tolerance fully solve the problem. They do get rid of some particles, but not all. I'll try to look into other solutions
On Aug 14, 2010, at 12:21 AM, Sebastian H. Schmidt 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'
> 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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