PARTICLES vs OBJECTS
Collision distance


Vid1:Run Forrest, Run!


Collision Distance: Indicates the distance to an object face where a particle will collide.
Distance Tolerance (0-1):indicate how far a particle can go into the collision distance (1=100%= Collision distance)
Collision Tolerance (0-1): how many particles are going to collide with a face (.5=50%)

 

 

-RF automatically sets the collision distance, 1% of thew box lenght.
-When the global scale is changed RF changes the collision distance.
-The lower the collision distance is the slower the simulation will go, it can be set to 0 but that's not a good idea

A pratical one: Download Sample Scene

What we want is to have some fluid traveling along a tube,
but we want the particles to fit it perfectly and we also want the simulation to be fast.

Getting the particles to fit the shape means a collision distance of 0...
and that's not good for speed but there is always a walkaround:
What about having a a wider tube (outside tube) and make the particles collide with it...
humm.. but that's not going to fit the tube. It will do if the collision distance is increase until it reach the other tube.
As we want it perfectly the distance tolerance is not needed. so distance tolerance=0

That will do the work and the simulation is going to be faster, anyway the speed can be improved.
By default RF set the Max substep (settings tab) to 333, yo are going to need this if the collsion distance is set to 0
but by doing the second tube trick yo can jsut take it down to something like 5...
and this willl increase perfomance quite a lot