To reproduce this bug, create a particle system with a GPU emitter. Add the node Collision (Scene Depth)
with collision response set to Stop
, and a Const Acceleration
node with an acceleration of (0, 0, -2000)
.
Notice how the particles keep trying to go below the ground after they collide with the ground. Also, since particle collisions aren’t calculated when you’re not looking at them, the particles fall below the ground and keep accelerating down (even if they were supposed to “Stop”), so they effectively “disappear” from the ground.
The collision response “Stop” should stop all acceleration and velocity, right? (apparently it does stops velocity, just not acceleration)
Also, is there a way to force GPU particle collisions even when the camera is not facing them?