So I was creating a desert scene with many tiny rocks randomly distributed on it.
The face is the ground and its topology is just that simple.
First I use nParticles and convert the instance to geometry;
Every tiny rock is zeroed out and have history delete.
(The surface is the ground and the tiny noises are the rocks)
Then I create dynamic rigid body on each rock, , give the ground a static rigid body. Here’s the settings I used:
Then when I let the time flow. I got this result…
As you can see. Only one corner in each subdivision collide properly with the rock. The other half just fall through it. I tried with a simple plane with a bit twist in its geometry and some small sphere and I got the same result. IDK why I’m getting this result. Did I mess up some settings? Or it’s just a glitch? ( Illuminati Confirmed?)