Here is one guess - try making a solid bowl rather than single width polygon 
sides - i.e. take a cube, select the top poly CTRL -D it scale it in - CTRL D 
that and move it down - I am guessing like the normal RBDs which hate colliding 
with a grid but find a cube floor much better.

Do I make sense?

S.
_____________________________
Sandy Sutherland
Technical Supervisor
[email protected]
_____________________________





________________________________________
From: [email protected] 
[[email protected]] on behalf of Stefan Kubicek 
[[email protected]]
Sent: 02 August 2012 18:25
To: [email protected]
Subject: Simulate RBD and Simulate Bullet RBD issues

Hi all,

I'm having problems getting accurate collisions using Simulate Rigid Bodies and 
Simulate Bullet Rigid Bodies nodes when trying to fill a box mesh with 
spherical particles, namely:

With simulate Bullet Rigid Bodies I get collisions in areas that are not 
occupied by any collision geometry.
That is: collisions occur even though there is no collision geometry to collide 
with. See attached SI2013_Simulate_Bullet_Rigid_Bodies_Ghost_Collisions.jpg 
please.
This happens independent of the collision precision. The geo is sane and there 
is nothing hidden either, I simply created a cube with some subdivs and removed 
the top polys so particles can fall in. Of course, I had to set "Exact Shape" 
for the collision, otherwise the particles would not even fall in but collide 
with the convex hull.
The only remedy I found so far was to cut the box up into pieces for each of 
the walls and floor, and having particles collide with that. While this results 
at least in no "ghost" collisions, I still get a collision offset between 
particles and the collision geo, whic is also true when using the non-Bullet 
"Simulate Rigid Bodies" node, see 
SI2013_Simulate_Rigid_Bodies_Collision_Offset.jpg please.

Ultimately, I guess I have two questions:

1.) How do I get accurate collisions with Concave meshes using Simulate Bullet 
Rigid Bodies without having to cut the geometry up?

2.) How do I avoid gaps between particles and collision geometry? I could not 
find any parameter controlling it. I must be overlooking something, otherwise 
it would be pretty useless.

I know, there is Momentum, but one would assume the ootb tools, since they are 
there, are good enough for such basic stuff.

Thanks a lot,

        Stefan


--
-------------------------------------------
Stefan Kubicek                   Co-founder
-------------------------------------------
            keyvis digital imagery
           Wehrgasse 9 - GrĂ¼ner Hof
           1050 Vienna  Austria
          Phone:    +43/699/12614231
--- www.keyvis.at  [email protected] ---
--  This email and its attachments are
--confidential and for the recipient only--

Reply via email to