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Since there isn't a .blend file, it's going to be challenging for us to properly diagnose your solution, since we won't be able to reproduce your setup. That being said, I can see one thing that might help. The "quality" counter that you show in your screenshots is at 1. When I simulate cloth, I often increase the quality steps. For example, in Blender 2....


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Ok.I fixed it by removing rigid body world and then adding every rigid body again.But i don't know what caused this in first place.


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There are a few things that you might check / do - Make sure the particle system doesnt render dead particles - Under physics integration you might increase Subframes (default 0), to simulate sub frame positions for better accuracy - Bake the emulation to a Disk cache (making sure you dont depend on slightly random differences in math results - on ...


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Unfortunately there is no simple solution to this. Passive rigidbodies don't do anything but collide with the active ones, while staying in place, so they won't help you there. Could try to use hinge joints with a lot of constraints (RB settings, not object constraints), but I doubt that will produce steady results (worth a shot, let me know if that works). ...


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I can confirm that the collision system (die on hit) is not 100% accurate or at least is not calculated when two meshes touch (it could be also because of settings from the "integration" panel under physics - like integration type, Timestep or Subframes). The solution I can suggest is to create a duplicate version of your collision mesh and move it a little ...


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Because hairs usually stand upright, the particle system is doing what it is supposed to do. In the 3D Viewport of the image below you can see a similar setup to yours. Some of the planes in my collection are rotated though, but I did not Apply the rotation. In the second Viewport I did apply the rotation. Object > Apply > rotation. Note how the upright ...


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This is a standard task: add to your scene (domain and flow) one FLUID of type "EFFECTOR" simulate and check if the result is ok Please keep in mind that a plane as "EFFECTOR" could not be correctly read by the simulation engine. Go with a cube or similar to be sure the simulation works.


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A trick that solves this issue most of the time is increasing the scale. Blender dont like small sized items in simulations for some reason. Dont forget to apply the scale!


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Bi-directional fluid-structure interaction is quite an advanced topic. (Bi-directional meaning that the fluid reacts to forces applied by the structural domain and vice versa) There is of course specialized software which can perform these simulations. However, most current simulation packages focus on simulating either the fluid or the rigid (or ...


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