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# 3 20-01-2005 , 08:54 PM
BilloBob's Avatar
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Join Date: Mar 2004
Location: London
Posts: 44

Originally posted by ragecgi
First I would try to make sure that my meteor objects have a mass value of higher than say 30 or so, depending on your particle goal weight, etc.

Then I would place a simple nurbs plane set as a Passive Rigid body, with primary visibility turned off, so our meteors dont poke all the way through, with a bouncyness of 0.1 and a Dampening of 0.9.

This also means that you can now turn OFF particle clollisions on your softy body of water too, to make trweaking the sim, and ultimately rendering, faster.

But being water, you might want a little to poke through due to transparency of water reletive to distance to camera, etc.

I hope this leads you to a conclusion!

Hi Thanks for your answer.

I thought about that but I was trying to use just the air field.
I got it here is what I did.

I turned on the use per vertex, the I changed the max distance (default -1) and turned it to 1. And changed the max distance to 1 then 2 to see the differences but the effect now works, and the air field is properly associated with the metors.

I could attach a screen shot if anyone would be interested.