The Collisions module allows us to add collisions between particles and chunks. It is a process that can slow down our simulation, but once finished and baked, it generates a much more realistic result. It is divided into 3 sub-modules that we will see below.
In this submodule, we will have several options.Â
Bake for collision particles: By default, Blender does not allow to generate collisions of particles in objects that have Rigidbodies. To be able to perform this task, we must first generate a bake of the chunks.
Generating a bake of the simulation has a big problem, and that is that it deletes the Rigidbodies and it will no longer be possible to make changes or corrections in our simulation. To avoid this problem, RBDLab uses another way to make a "Temporary" bake that allows to keep the Rigidbodies and get collision with the particles.
From these options, we can tell Blender in which frames we want to generate this temporary bake.
From this option, we can choose a selection, an area, in which we want to generate collisions. It is very useful if we do not want to overload the scene generating collisions in all the chunks.
Here, we will simply add Collision to all chunks, including those that emit particles. Once the collisions are generated, we will have the configuration of damping, friction, etc...
We also have a tab called Through Offset. For RBDLab to allow collisions with particle-emitting chunks, it is necessary to be able to animate certain properties of the collisions. In this way, we allow, during the first few frames, the particles to fly away from the geometry. If we did not do this, the particles would remain "stuck" to the chunks and would never come out.
The Through Offset bar allows us to advance or delay these animations, to refine a little more the result that we obtain.
A VERY IMPORTANT tip about collisions. Once the collisions are generated, we can go to the "Bake" panel and create a bake of the particles. Once this bake is created, we recommend deleting the collision calculation and the temporary bake created in the Collisions module.
If we don't do it, even if the bake is already done, blender will continue consuming resources to calculate the collisions, and it will slow down all the work in the viewport.
This submodule is very interesting. We will be able to select the "Static" objects that have not moved in the simulation and RBDLab will generate a copy in a single geometry of those chunks. This way, the collision calculation will be much faster, since there is only one geometry with collisions, instead of hundreds or thousands.
Here you can generate collisions in simple objects. You select any object and add collision to it.