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syedamin7 46 posts
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syedamin7 46 posts
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hype 2,964 posts
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ivanisavich 4,196 posts
Hey man,
That's a limitation of max particles. They deflect based on their pivot point, which means even if you have a huuuge particle, it'll only bounce once its pivot point collides/intersects with your deflection geometry.
A couple weeks ago I wrote a script which allows particles to deflect based on their actual geometry....but it's too preliminary to actually be able to use in a production yet. That being said, it is possible to script up true particle collisions (rather than pivot-point estimations), but be aware that if you use something like a scripted PFlow operator, it will be VERY slow. If you want speed you'll have to use the SDK.
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syedamin7 46 posts
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hype 2,964 posts