Add colliders
Colliders are objects that block movement in a simulation.
Add a
collider
node to a the top level of simulation graph, if there isn't one already.Connect the
collider
node'scollider
output into thecolliders
input of the simulate node.Connect one or more mesh or volume objects to the
collider
node'sgeometry
input.- For volume objects, the
method
on thecollider
node must be set toVolume
.
- For volume objects, the
You can have any number of geometries connected into a collider
node. You can also have any number of collider
nodes connected into the simulate node, each with different settings.
If you experience problems with MPM granular simulation collisions (such as sand or snow leaking through colliders, or offset collisions), try setting the method
on the collider
node to Volume
. This is more accurate but takes longer to compute. You can also try turning on lag_colliders
on the mpm_solver_settings
node.
Choose the collision method
The method
parameter on the collider
node controls whether the collider geometries are treated as a mesh or as a volume.
Volume
treats all geometries as volumes. Mesh inputs get converted automatically. For more accurate collisions, reducedetail_size
.Mesh_for_Points
treats meshes as meshes. This method avoids a gap between the mesh surface and the collision location.
Note that for volume objects, the method
must be Volume
. In addition, the volume object must have a level set (voxel_signed_distance
).
View collision areas
You can connect the collider_volumes
output from the simulate_aero
node or out_colliders
output from the simulate_mpm
node to an output
node to display the exact collision areas affecting these simulations. This can help you visualize collider setting changes or collision problems.
Control particles' collision behavior
Particles can bounce or stick when they hit a collider. This is controlled by a combination of factors:
Bounciness controls the amount of velocity normal to the collision surface that gets reflected on collision. This affects, for example, how high particles bounce after hitting the ground. The final value is a combination of the
bounciness
set on the particles and the collider. If both values are 1.0, particles rebound completely and if both values are 0.0, particles do not bounce at all.The
friction
parameter set on thecollider
node controls the motion along the colliders' surface. If this value is 1.0, particles hitting the ground will not roll and if it is 0.0, particles will roll without slowing down.The
roughness
parameter on thecollider
node varies the angle at which particles bounce off. This emulates hitting a rough surface.
If fast-moving particles fall through a collider, try increasing the substeps
on the particle_solver_settings
node.