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too much energy in a fractured dynamic simulation
I mean this has always been a problem in 3D – you pour a liquid into a glass in Real Flow and invariably it shoots up and out the other side. You have to pour your wine from a pretty good height to get that to happen in real life.
But this time it’s fractured pavement for me. An impact object jostles the fractured shapes but even with bounce turned to 0, friction at 95% and drag and linear and angular attenuation set to 80%, when two of the fractured objects touch they can just rocket away from each other. Way too much energy.
I’ve tried going above those numbers listed above and that helps but you can end up with floating objects that seem to ignore gravity.I’ve also had to turn up the sub frame sampling and step per frame to 75 in the project settings just to get the objects to keep from boiling as they settle, and surprisingly that added more energy to their movements.
I was getting much better energy results down in the 20’s range for the project step settings – but the objects jittered even while they were still in motion, and of course never settled.Scale is pretty good. Collision object is 200 cm and the fractured objects parent is 1500 so I should keep the scale setting at default.
I’ve also tried different collision methods to get different accuracies. Convex hull seems the best overall – the mesh ones work better during the sim but cause sudden eruptions as the objects settle long after the energy of the system should have bled away.Is there a better way to add some molasses into the works to keep the energy down ?
I won’t even go into the non repeatability of the sim system.