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…)
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.
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