You can attach this plugin to any
object created with triangles and quads (or nurbs patches). Particles
from all emitters will not pass through this geometry. The collision
object may be animated in any way you like (bones, displacement, plugins,
whatever). Try to create collision object as simple as possible to
speed up the simulation. Try to break apart collision object to pieces
with smallest bounding box.
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 |
 |
 |
| too big bounding box |
optimized bounding box |
too big bounding box |
optimized bounding box |
Of course you can use not optimized collisions objects but it slows
down computing time. All particles inside bounding box are checked
for collisions. |
Enable Collisions - enable
collision computation for selected object. When disabled object will
be ignored.
Static Object - check this when your collision
object is not animated (wall, ground etc) it speeds up simulation
time.
Kill Particles - when checked particles
are removed after collision.
Draw Geometry in Viewports - this option
affects only viewports and has no influence on simulation. |