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ISSNS
09-25-2006, 08:27 PM
Hi,
I have a simple praticles emitter (as volume) with gravity field applied to it. These particles are colliding with another object for example bowl. Now when I play the animation, after 150 frames I notice some particles outward spill at the bottom of the bowl. Any idea how to correct this? Thanks

tallacus
09-25-2006, 09:23 PM
are u using the bowl as a collision object or a passive body, if u are just create a cube and scale it around the problem area and make it another passive body and non renderable

ISSNS
09-25-2006, 09:41 PM
are u using the bowl as a collision object or a passive body, if u are just create a cube and scale it around the problem area and make it another passive body and non renderable

Hi tallacus thanks for the prompt reply, I am using the bowl as a collision object NOT a passive body. Is there any way to resolve this issue if used as collison object? or do you recommend to make a passive body?

tallacus
09-25-2006, 09:49 PM
hmmmm....well probably, i mean u could get the same results if ur using a rigid body i guess, but i guess u want somesort of secondary action, prolly just use what i just suggested and use that to help u, hope it does

ISSNS
09-25-2006, 10:24 PM
hmmmm....well probably, i mean u could get the same results if ur using a rigid body i guess, but i guess u want somesort of secondary action, prolly just use what i just suggested and use that to help u, hope it does

Hi Tallacus, can you be more elaborate as I am a newbie. I am just simulating a liquid (using particles) falling into the bowl. Particle render type is "bobbly surface" with radius set to ).60 which makes it spills out of outer side of the bowl when it collides. Thanks for being patient. :wink:

TwinsenDude
10-13-2006, 08:24 PM
2 things:

1: How did you make your bowl? It's very possible that the middle vertices (or some other random ones) are split, creating a non-visible but still existing hole in the mesh that would let the particles fall through. Try seeing if there are any vertices that are actually two vertices instead of one and then go to edit mesh>merge (or if you're in maya 7 or below, edit polygons>merge vertices)

2: Try increasing the tesselation factor on the collision object's geoConnector