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.
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:
Here are the settings for the emitter:
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.