How i can use particles collision inside deformable animated mesh ?


#1

Hello

I want to make an animation . Particle flow inside the tube , the tube need to be animated while the particle is flow,
when the tube is not animated The collision work fine
But with animation for the tube the particles get out and does’t collide as it should be

I used UDeflector for the tube as i said it work fine without animation but when i do the animation the particle comes out and not collide

Any help please

Thank you

ANas


#2

Did you find a solution? I tried the same thing and turned out UOmniFlect is giving much better result than UDeflector, but is also giving crappy result. If you have Krakatoa, then try to use Krakatoa collision instead of normal pflow collision. Also increase multiple collision value. and turn on subsurface sampling under position icon or whatever you are using. Still if its not better decrease the integration steps of Viewport and Render under system management of pfsource. It is giving much better result in less time.


#3

No it does not work till now

I think Krakatoa collision will work as it have the animated geometry option which is not present in original one .

I never use it but i will try

I think i have to create flow specific to work on it as it don’t not work in standard one


#4

The same problem with Krakatoa collision

This is strange once the tube is animated by bend modifier the particle start getting out side and did’t follow it

Any Idea ,


#5

I think there is no solution.
only via some script could work

I tried all option in standard flow Mass fx and Krakatoa


#6

Then it is hard I think, someone with better knowledge may guide us. Depending on your particle animation, check if plugins like rayfire is of any use.


#7

Yea i noticed that strange thing with animated mesh deflector.

But there is a solution, you should use mpParticles.

Select your shape and apply in modifier PFlow colision shape, in parameters select Animated Shape.

Add this object in mpColision event, then in Colision shape select Active.

Now everything should be fine. Of course now u have to deal with mpParticles, but thas not a big problem since there is ability to use all defoult events for simulating particles.