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4. Add Ground Contact

Add ground collision and compare bounce, friction and particle contact size.

Use the fountain scene

Open lesson 3 and save as 04-collision.blend. Keep its Emitter and three effects.

Add the ground

  1. Add a cube named Ground, Dimensions (12, 12, 0.3), Location (0, 0, -0.15). Its top surface is Z 0.
  2. Apply object scale.
  3. In Effects, use Add Effect... > Collision and assign Ground as its collider object.
  4. Set Bounciness 0.2, Friction 0.5, and Apply to: All.
  5. Place Collision after Drag in evaluation order, at the top of the visible Lists stack.
  6. Replay frames 1–72.
A blue particle fountain landing on a gray surface
Frame 72: Collision keeps particles above the assigned Ground surface.

Ground contact and particle radius

Particles land on Ground. Their centers sit approximately one Radius above the surface. Bounciness controls rebound; Friction reduces sliding at contact.

Particles can overlap each other here. Collision handles the assigned ground; Granular or Self Collision would add particle-to-particle contact.

Keep physical Radius 0.025 m and Substeps 4 while checking contact. Increasing Point Cloud display size does not enlarge the physical contact radius.

Optional: compare bounce and friction

Compare Bounciness 0 and 0.6, with a replay from frame 1. Restore 0.2. Compare Friction 0 and 0.8 separately, then restore 0.5.

Troubleshooting

  • Particles pass through: check the collider and effect, apply scale, then increase Substeps only if fast motion still misses contact.
  • A visible gap remains: inspect Radius and collider padding or offset before moving Ground.
  • The mound does not support itself: this setup has no particle contact solver. Use the Sand Pile workflow.

Reference: Collision.


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