View Full Version : particle penetration !
lowkey 12-18-2002, 09:42 AM hi all,
how to efficiently avoid particles penetrating a polygonal objects' surface !?
i already increased the 'trace depth' value in ridiculous amounts, which simply had no effect on penetration issues at all.
even reduction of the particles' radius doesn't help for the collision relevant point seems to be the center of the particle.
so do i really have to mask the relevant part of that cannula in post to get the results i'm after ?
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webster
12-18-2002, 10:11 AM
Try to make an invisible (toggle the PrimVis) and make that as collision object insid e the cannula.
Donīt know if it could help, but try to rebuild the cannula with more polygons.
lowkey
12-18-2002, 10:24 AM
Try to make an invisible
well, i already tried that, but it didn't help ... maybe i've got to experiment a little further on this idea !
webster
12-18-2002, 10:33 AM
Another try would be to solve it in your post production.
Render out a mask of the cannula, and the particles as own layer. Take the mask and assign it to the particle Layer in eg AfterFX.
This should give you clean results and maybe save a lot of time.
lowkey
12-18-2002, 10:39 AM
look at my post ! this thread was intended to find ways of avoiding the 'fix it in the post'-method ! :wavey:
anyway, why not ... this would be the easiest way, i guess.
thanks anyway
:thumbsup:
alexx
12-18-2002, 12:16 PM
as you already mentioned the collision center of the particles lies in their center..
so if you have a max. particle size of 1 unit radius, you will need to have a collision object that is 1 unit smaller than the needle itself.
like that you can be sure, that there wont be any intersections with your object from the partcles.
cheers
alexx
lowkey
12-18-2002, 12:24 PM
hmmm, what do you mean by 'you will need to have a collision object that is 1 unit smaller than the needle itself.' ?!
the needle is the collision object ! :shrug:
do i have to decrease the particles' radius (which is about 0.4 now) ?! or maybe re-scale the cannula ?
i'm quite dizzy today, so a little more detail would be highly appreciated ! :)
lowkey
12-18-2002, 12:28 PM
ok, i got it ... :thumbsup:
why didn't i think of this myself ?! :wip:
kag122
12-18-2002, 09:20 PM
Hi lowkey, Increasing tracedepth will not change anything at all to do with particles sticking out.
Tracedepth is the amount of times a particle will collide with a collision object before it passes through it. Example. If you had your tracedepth set to 1 the particle will only collide once with a collision object and then pass straight through it.
Understand?
To fix your problem. duplicate your tube you have there and make it the collision object. Then make it slightly smaller until it looks like your particles are passing through the first tube.
Simply hide the second after this.
Just properly name everything in the outliner so you dont get confused!:)
lowkey
12-19-2002, 07:14 AM
ok, i thought of trace depth being some kind of algorithm for checking each particles' collision accuracy at each moment in time. and i think we're both right. :)
check this quote from the manual:
Avoiding unexpected particle penetration of geometry
The Trace Depth sets the maximum number of collisions Maya can detect for the object in each animation time step. For instance, with a setting of 2, Maya checks twice in a frame. Any more than two collisions are ignored and the subsequent particles penetrate. Increasing the setting increases processing.
i already solved the issue in the way you mentioned, which is quite logical, i just didn't really think about it.
cheers
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