![]() To fix this, the attached adds a bunch of scattered points to the arms so there are points to read the velocities from. This causes the water to be surprised when the arms keep moving. In this case you have a tube which only has points at the far ends - this means the water near the sphere only ever sees stationary velocities, as there is no sample points along the arms to report local velocities. However, these velocities are determined by finding the closest point on the collision surface & reading its velocity. I'm curious if anyone has advice about other rocks I might look under to figure out what might be causing this kind of behavior? Thanks!įirst, note that for collisions only the velocity along the surface matter. ![]() When I visualize the Trail, the velocities look totally sane and have nothing to indicate sudden transitions that might cause ballistic events. To elaborate slightly, I'm reading my collider via a sourceVolume it's a VDB with velocity fields, which are being created via a Trail sop. ![]() I'm still debugging what exactly is causing this problem. ![]() I can't quite figure out where this is coming from, but when I disable “kill outside volume”, I see that these areas are creating big ‘splashes’, and I wonder now if my tank draining has less to do with volume preservation and more to do with these ballistic events pushing particles into the interior of my collider and then being killed. I noticed before doing so that when I visualized velocity as a color, I had a few ‘pockets’ of what seemed like sporadic, high-velocity areas. ![]() This is quite interesting to learn about, thanks! Though, I also tried Enivob's suggestion of turning off “Kill outside volume”, which, as it turns out, might be a super-useful debugging tool for my animated collider/tank situation here. Ah, thank you so much Jeff/Enivob I thought I had checked that help card for an example and missed it but I must have not had my coffee before doing so. ![]()
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