Hello!
I’ve finished a sim that tears an object using nCloth tearable constraint and was planning on just using the cache and a texture map to emit particles where the tears were happening. My original workflow >>
-Create alembic cache from nCache of sim ( for speed )
-Import alembic cache, extrude inwards and delete outside faces
-Create another alembic cache ( again, just to speed things up ) of the inner geometry
-Import both the outer shell and the inner shell into a new scene
-Emit from surface on the inner geo
-Make the outer shell a passive collider
Things look great and all particles stay within the mesh until the surface starts to tear. :banghead: Does anyone have an idea why collisions would suddenly just stop working once the surface begins to tear?


