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
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