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I'm making a simulation of a load of money flowing and piling up.

I have a plane that they're sat on and another plane they're running into on the left, both with high friction to stop them and make them pile up.

The problem I'm having is that they "notes" are clipping through each other and intersecting.

Intersecting particle system

I am using a particle emitter, and using a flattened cube with the money texture on for the "render as" object. The money mesh has collision and rigid body set on it.

Here are the settings for the money mesh that comes out of the emitter: enter image description here

Here are the settings for the emitter:

enter image description here

As with every time I post on here, I feel like I've exausted Google at this point and come to a dead end. I thought "size deflect" was going to be my saviour but alas, no cigar.

The money mesh is scaled to 20x and the scale on the emitter is 0.05. This is the only way "size deflect" would enable without my money being positioned up in the air amove the emitter.

I have tried setting collision to mesh on the money object, to try and give it a better resolution for collision.

I have set the physics integration to RK4 as I read this gives the most realism.

Any thoughts greatly appreciated.

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    $\begingroup$ hello, I don't think that physics work for particles if this is what you're trying to do $\endgroup$
    – moonboots
    Nov 21, 2022 at 11:22
  • $\begingroup$ Ah that's a shame. Thank you for responding. $\endgroup$
    – Casualbob
    Nov 21, 2022 at 11:53
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    $\begingroup$ would it work if you used a pile of objects with rigid body instead of a particle system? $\endgroup$
    – moonboots
    Nov 21, 2022 at 11:58
  • $\begingroup$ Thanks, I will give that method a try. $\endgroup$
    – Casualbob
    Nov 22, 2022 at 10:27

1 Answer 1

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Particles do not take the physical shape of the instanced object into account. They are just points, so usually the interaction with collision objects is at the center of the point/sphere shown in the 3D Viewport, no matter how large the point will be shown.

The term Size Deflect is in another way misleading - apart from not taking the size of the instanced object into account, it actually refers to the Scale you find in the particle system settings under Render.

If the Scale for example is set to 0.1, Size Deflect will - instead of using the particle center for collisions - use a sphere with a radius of 0.1 as collision shape.

The Size which is set under Viewport Display however is only the size showing in the viewport, it will not have any effect on the collision shape used by Size Deflect.

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  • $\begingroup$ Thank you for the explanation. You seem very knowledgable. Could I ask how you'd go about doing this please, which would take the shape collisions into account? $\endgroup$
    – Casualbob
    Nov 21, 2022 at 11:52
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    $\begingroup$ Simply, I don't do it with particles. You would have to do a physics simulation with Rigid Bodies, but depending on the amount of objects this can be quite heavy for your computer. To make it a bit easier, instead of regular duplicating the notes object with Shift+D, you should make linked duplicates with Alt+D so that they all use the same object data. $\endgroup$ Nov 21, 2022 at 12:05
  • $\begingroup$ Thanks for that. Based on what you've said I've just found a video that shows converting emitted objects into "physical" objects which you can then simulate. I will start there. Thank you. $\endgroup$
    – Casualbob
    Nov 22, 2022 at 10:28
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    $\begingroup$ @Casualbob Yes, there are ways of converting them, but depending on how you get the notes into the scene and where and when intersections happen I'm not sure if it is useful to start with emitting particles while you could also start directly with rigid bodies. But as I said, dpeends on your scene etc. $\endgroup$ Nov 22, 2022 at 10:31

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