Prevent self-interaction in kangaroo collision strategy

Dear Community:

I’m growing some balloons on a concave area, and I notice that the some balloons are running into each other.
My balloons are squares faces and I want them to be just dense enough to capture the balloon form.
Each button is squar-ified.


I found two methods. Sadly, I haven’t gotten them to work in my situation. I’ve tried radius of 4 and strength of 100 on the edges; if I go to radius 10 on my vertices, I no longer get good balloons (its like a messy result)
1 DanielPiker suggested giving collider to each edge and/or vertices on the mesh.
2 Martin Siegrist kindly provided a solution (below) that (as I understand it) limits collision to vertex collision, which might be more efficient.

It seems that the balloon-making objective (pressure) and the collision goals are competing with each other.
Ideally, I hope that bubbles don’t run into each other at all (if they are in a crowded area, I want them to just be smaller not barge into others and get stopped by collision–though even that I haven’t been able to figure out…)

Thanks a lot!

If you subdivide the mesh further, you should get better simulation results. A triangulated mesh often performs more accurately than quad meshes, too.
You might want to follow Daniel Piker’s recommendation, since that will surely get you less self-intersections.

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@Gears_Gears you haven’t added any files to this topic yet….

@DanielPiker excited to see how you would set up the collisions…

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Thanks diff-arch! I totally forgot mesh density–it makes a lot of sense because it’s the vertices and edges doing the collision, not the faces

Thanks Martin! You’re right–I forgot to turn off the solver before exiting and got stuck completely when reopening. I’ve recreated the situation here:

Hopefully the internalized geometry cut down some time

inflation_collider_concave.gh (1.1 MB)

I’m trying to use squares faces because
1 trying to speed things up by reducing things I the solver need to handle (not sure if it’s counter-productive here)
2 I want to get smoothness from subd, not having tons of triangles, for downstream processes

I’m not using the plugins in your definition and cannot help you any further.

I don’t know if one of the missing components fixes the mesh normals. If not, I’d suggest to do that… so all meshes inflate in the same direction.

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I didn’t realize I was using plugins–it’s not obvious on my platform when something is native or not :thinking:

Your help has already improved my project a ton. Thanks again!