Explanations of the smoke collision type settings are missing.
I've looked all over, but haven't found any explanation of why there are multiple types when they appear to behave the same.
Does anyone know more about these?
Explanations of the smoke collision type settings are missing.
I've looked all over, but haven't found any explanation of why there are multiple types when they appear to behave the same.
Does anyone know more about these?
It is written as follows in Blender Wiki PDF Manual of Blender 2.6x.
Collisions Smoke can collide with mesh objects, using the 'Collision' option in smoke. Currently only static collision objects are supported.
Hm, says that in the main wiki too. Any idea what this means?
What's a "static object"? Why do the other options exist if only one is supported?
I do not know the description about it except it.
Probably I think that the document except it will not exist.
I think that the maintenance of the document was not considered to be it though a function was added.
Probably it might be added in 2.65.
Ah, that is interesting.
However in 2.75 testing the same propeller setup gives the same result with all the collision type settings.
Perhaps this is a bug?
I think that I cannot determine whether it is a bug because its clear specifications are not shown.
I think that it is necessary to require them to show clear specifications.
I seemed to behave in a way slightly different in them each other.
Because it was the comment that some misunderstanding produces, I supplement it.
Probably I think that it turns out similar in an attached file with all collision type as the same setting.
I commented in a meaning to be seen like it when I made setting depending on its behavior last time.
I'm sorry, I'm not sure what you mean..
Could you clarify?
I tested your file, but I don't see any difference between a simulation with the planes set to rigid, animated, and static respectively versus a sim with the planes all set to one and the same type (e.g. static, static, and static).
@Kitt Zwovic (gandalf3):
I'm sorry, English is not my native language.
I use the machine translation.
The behavior of sim does not change by collision type, and it changes by the behavior of the collision object.
It was from 2.65 that sim supported the thing which moved, but Rigid Body became available from 2.66 outside BGE.
2.66 Release Notes Rigid Body Simulation
2.65 Release Notes Smoke Simulation
I added an item to test later, and I noticed a certain thing.
When collision object moves by armature modifier, smoke sim does not seem to work well.
I can only make an educated guess here, since the code is sparsely documented and looks unfinished (essentially untouched since 2012).
Static collision is the simplest type and is fastest to calculate (an important distinction and reason why there are multiple types). It's only accurate for non-moving objects though.
Once the object starts moving the simulation has to take the impulse it imparts on the smoke into account - otherwise you can get effects like disappearing smoke, especially for fast moving colliders. Supposedly this is what the Animated types is meant for. I don't think there is a difference between Static and Rigid in fact.
@Lukas Tönne (lukastoenne):
If @Lukas Tönne (lukastoenne) you add explanation to each collision type, how do you explain them?
Maybe something like
Static
Simple collision mode. Fast to calculate, but may be inaccurate for moving objects.
Animated
Slower to calculate than *Static*, but accurate for moving objects.
might suffice.
If Static and Rigid really are the same, perhaps one should be removed (at least from the UI) to avoid confusion?