Struggling to understand predictability of particle movement with region interaction
I'm having a hard time understanding particle movement in what I thought should be a relatively straightforward setup. Basically, a ship flies thru a meteor shower, some bounce off the ship and spawn more particles. Yes, it's the Jupiter 2.
It seems Fusion Studio 9.0.1 only uses the particle point position to calculate region interactions even if the particles are something larger than a point. Most particles behave as expected, but a visible percentage either fly partially or totally thru my collision mesh region even with the sub-frame calculation accuracy cranked all the way up to 10. Also, some particles seem to get stuck on the collision region border and slide along it, sometimes along their velocity, but sometimes in complete or partial circles around the surface before detaching at some random angle.
I've tried high poly meshes, low poly meshes, smoothed, non-smoothed, I've tried adding additional directional forces or turbulence to give the sticky particles an extra shove to get them off the mesh surface, moving the mesh as well as the particles, just the mesh, just the particles, etc. The results just seem inconsistent no matter what I do. Changing nothing but reseeding a node will only change the point in the simulation where the wackiness happens, and it's not at all predictable when or why. Is Fusion's particle system just not accurate enough for this kind of thing?
Any pointers would be greatly appreciated.
Erich
Edit: Not sure if the mesh carries thru with the code. Get it here: https://www.dropbox.com/s/fg3p0rkr3kh5v5u/collision_Jupiter2_tripled.obj?dl=0
Sample of wha't going on.
Comp for that video is too big to post the code directly, so download it here:
https://www.dropbox.com/s/6l865vsacibppgn/J2_meteor_regions_test02c.comp?dl=0
I'm having a hard time understanding particle movement in what I thought should be a relatively straightforward setup. Basically, a ship flies thru a meteor shower, some bounce off the ship and spawn more particles. Yes, it's the Jupiter 2.
It seems Fusion Studio 9.0.1 only uses the particle point position to calculate region interactions even if the particles are something larger than a point. Most particles behave as expected, but a visible percentage either fly partially or totally thru my collision mesh region even with the sub-frame calculation accuracy cranked all the way up to 10. Also, some particles seem to get stuck on the collision region border and slide along it, sometimes along their velocity, but sometimes in complete or partial circles around the surface before detaching at some random angle.
I've tried high poly meshes, low poly meshes, smoothed, non-smoothed, I've tried adding additional directional forces or turbulence to give the sticky particles an extra shove to get them off the mesh surface, moving the mesh as well as the particles, just the mesh, just the particles, etc. The results just seem inconsistent no matter what I do. Changing nothing but reseeding a node will only change the point in the simulation where the wackiness happens, and it's not at all predictable when or why. Is Fusion's particle system just not accurate enough for this kind of thing?
Any pointers would be greatly appreciated.
Erich
Edit: Not sure if the mesh carries thru with the code. Get it here: https://www.dropbox.com/s/fg3p0rkr3kh5v5u/collision_Jupiter2_tripled.obj?dl=0
Sample of wha't going on.
Comp for that video is too big to post the code directly, so download it here:
https://www.dropbox.com/s/6l865vsacibppgn/J2_meteor_regions_test02c.comp?dl=0