What are the technical differences between Rigid, Static, and Animated smoke collision types?
In the Documentation, it says that:
Smoke can collide with mesh objects, using the 'Collision' option in smoke. Currently only static collision objects are supported.
However, the other collision types are obviously doing something. If they are all simply acting the same, why is there currently an option to use the other types, and what will the differences be once the other types are implemented?
In reply to dukejib's answer,
I scaled the domain, so the smoke cannot go around the animated brick on the Y axis to make the effects of the brick passing through more obvious:
Here is the same test baked with different collision types:
All are identical as far as I can tell.
The same seems to be true with the rigid body test:
Input from a developer or someone who can look at the code to see if these collision types really are the same would be nice. ;)