Tag Properties

This tab contains all attributes that describe how the collision object interacts with and acts on other simulation objects (e.g., Rigid Bodies or Pyro).

Use Collider

If this option is activated, the object to which the Collision tag is assigned can collide with simulation objects in the scene. Deactivating this option prevents any collisions, regardless of the collision element.

Collision Shape

You already know these settings from the Rigid Body feature (Collision Shapes); they work the same way here.

For example, if you have a very high-resolution, complex Collision object, it may make sense to use a simpler collision shape for faster results.

In addition, the collision calculation with rigid bodies may lead to better results when using simpler collision shapes (e.g. cuboids). This can have an effect on rolling balls, for example, which simply roll "rounder".

From left to right: Collision Shapes in blue: Box, Sphere, Convex Hulls (geometry accuracy = 0, but can be greatly improved with higher values), Triangle Mesh.

Collision detection calculations are generally computationally intense. However, only they lead to convincing object movements: Bodies can collide with others, come to rest due to friction, etc.

The more complex the body in its shape, the more complex its collision calculation. Therefore, there are some quick-to-calculate substitute shapes in this drop-down menu that can be placed over the actual object. In the simulation, it is often not possible to tell from a distance whether the actual object shape was used for the collision calculation or, for example, only a box that was automatically adjusted to the object size.

The order in terms of computational speed and collision precision is roughly this (from fastest/most imprecise to slowest/most precise): Box, Sphere, Convex Hulls, Triangle Mesh. In detail:

Auto

If Cinema 4D detects that the primitives Cube and Sphere have been used, they will be automatically calculated internally with the options Box and Sphere. Otherwise, Convex Hulls will be used (the default geometry accuracy 5 will be sufficient for most cases and will still check for collision very quickly).

Attention, Auto is only available for Rigid Bodies, not for Collision objects.

Triangle Mesh

The object to which the tag is assigned is defined with its complete shape as the collision shape, which makes this option the slowest, but regarding collision the best, because the exact object shape is used for collision calculation.

However, Convex Hulls with higher Geometry Accuracy can often compute similarly good collisions, but much faster.

Convex Hulls

Here, one or more enveloping hulls are placed around the object or its parts, which behave similarly to a rubber skin. The Geometry Accuracy parameter is displayed, which defines the number of "rubber skins".

By the way, this equivalent shape creation works exactly as already described for the placement tool at Accuracy.

If you want to display the collision shape, activate the Rigid Body Shapes option in the Simulation tab of the Preferences menu. To do this, you must start the simulation, or jump one frame forward from the start frame.

Sphere

A sphere fitted into the object bounding box is used as the collision shape.

Box

The smallest box that includes all object points will be used as the collision shape.

Geometry Accuracy[0.00..+∞]

This parameter is displayed if Auto (Rigid Bodies only) or Convex envelope is selected under Collision Shapes (see also Convex Hulls).

With increasing values, the collision shape will approach the actual object shape without reaching it exactly: However, the calculation is much faster than with Triangle Mesh.

If set to 0, recessed indentations or recesses or holes will not be included in the collision calculation, but only a single "rubber skin" will be placed around the object, as shown on the left:

Collision Shapes: Accuracy 0, 1 and 6.

Bounciness[0.00..10.00]

This attribute is also found in the collision partner. Remember that these fields in the two tags are related to each other. For example, a piece of nylon always has the same Bounciness value. If the nylon collides with two objects, one made of fabric, the other made of concrete, the Bounciness value of the nylon remains the same. However, the two other objects have completely different Bounciness values. The nylon is hardly or not at all cushioned by the concrete, but the fabric allows the nylon to cushion relatively strongly.

Friction[0..100%]

This attribute is also found in the collision partner. Remember that these parameters in the two tags are related to each other. For example, the surface that a cloth object collides with can have different Friction values. For example, a piece of nylon always has the same Friction value. If the nylon collides with two objects, one of which is a rock and the other a block of ice, the Friction value of the nylon remains the same. However, the other two objects have completely different Friction values. The block of ice causes almost no friction, while the rock generates relatively high friction when it collides with the nylon.

Stickiness[0.00..+∞]

This attribute can also be found in the collision partner. Remember that these parameters in the two tags are related to each other. For example, if one of the two settings has the value 0, the overall Stickiness is also 0.

Collision Side

Here you can set the polygon side from which collisions are to be checked. Physically correct would be Both. However, more complex collisions can lead to penetrations that can no longer be eliminated by this setting. Imagine, for example, a T-shirt in the armpit area of a running character: it can happen that parts of the T-shirt are pressed into the character geometry. If you now set the Front here, it is possible for the fabric to move out of the character again, since the collision from behind is deactivated. In addition, a small impulse is even created from the surface to better eliminate any collision penetrations.

Back, for example, would make sense if you enclose a sphere in a larger sphere.

The polygon normals are decisive for the direction: Front is where the polygon normal points.

Note: For collisions with Rigid Bodies, the collision calculation is more robust if you choose one of the two sides, as the algorithm then knows in which direction to push.
2025

Liquid collision

Note: Unlike normal particles, liquid particles do not need a Collision modifier. They automatically collide with any object that forms a polygon mesh and has a Collider tag. The Collide modifier can of course still be used for special effects. You will find almost identical parameters for Rigid Bodies.

Mode

In the following example, you can see liquid particles in a cylinder: on the left in Surface and on the right in Volume Mode. The latter is literally watertight, while some liquid particles "break out" on the left.

Collision objects can collide with a number of elements: e.g. rigid bodies, soft bodies, particles, etc. Depending on the element type, the collision can be calculated in different ways. In combination with the fluid simulation, you have 3 modes:

TIP:

Volumes need enough volume to work well. Thin collision walls don't work so well, they quickly become penetrated. Note that the use of invisible (= not rendered), thick-walled collision replacement objects is often a good tool.

Collision Side

Here you specify the side from which liquid particles can collide with the volume. You have the following selection options:

Voxelization

A cross-section through a collision surface (blue) in Outside mode (in Inside Mode, the plus and minus signs would be reversed).

Here are some details about the Volume mode, which will help you to better understand the next parameters described. You can see the collision surface of an object in blue in the illustration. The black, square border is a collision bounding box. This is not identical to the familiar object bounding box, but slightly larger. Several layers of voxels (red) are created around the collision surface on the inside and outside (general details about voxels can be found here). The distance to the nearest collision surface is stored in each red voxel.

Outside the red voxel layers, there are also voxels inside the collision bounding box, but they only have the "Inside" (+) and "Outside" (-) properties saved. The area of the + sign indicates the space in which liquid particles can move.

As soon as liquid particles enter the collision bounding box, collisions can be detected very precisely.

The above description applies to all mesh objects except the basic objects Cube and Sphere, which work without voxels. Their volume representation is mathematically defined, which is more precise, faster and requires less memory. So by using these two object types you could save resources.

In the Voxelization parameter, select how the voxel size is to be determined:

Voxel Size[0..+∞%]

Voxel Size[0..+∞m]

Depending on what you have defined for Voxelization, enter the voxel size here as a percentage of the largest bounding box length or absolutely in centimetres.

The smaller the voxel size, the better the collision mesh can be simulated, but the more complex the calculation is and vice versa. Voxels that are too large lead to leaks, i.e. penetrations.

Generally speaking, the voxel size should be about the same size as the liquid particle size, but can also be slightly smaller. The default liquid particle size is 6 cm, so a voxel size of about 3-6 cm would be appropriate. However, you can of course go further down to better simulate the collision mesh. It may then be necessary to increase the voxel areas (see next parameter).

Interior Voxel Range[0..2147483647]

Exterior Voxel Range[0..2147483647]

Starting from the collision mesh, a defined number of voxel layers are created on the inside (Interior Voxel Range) and the outside (Exterior Voxel Range). These are the red voxels in the figure above.

If you choose very small voxel sizes (see previous paragraph), collision problems may occur. The reason: the liquid particles are detected too late, then overlap, and bouncing behavior may occur, for example. In such cases, it can help to enlarge the voxel areas on the collision side.

Very fast liquid particles also benefit from larger voxel areas!

Other things to know about liquid collision

2025

Preprocess

If you have defined Triangle Mesh under Collision shape, you can have the geometry pre-processed internally here by giving it volume. This benefits the volume collision mode the most, which is effectively supported by the Wall thickness mode. Volumes with a clearly defined inside and outside are then created.

On Open Geometry

You can select from the following options:

Thickness[0..+∞m]

Here you define how thick the generated wall thickness should be. The thicker this is defined, the more accurate and reliable the collision calculation will be.

Position[-100..100%]

However, the higher you set the Thickness, the more visible the distance between the collision partners becomes, which is why you can use Position to move the wall thickness inwards (negative values) and outwards (positive values) until it fits visually.

To do this, load the scene above and vary Position. Switch to the "Position" camera. The effect of this parameter can then be observed very clearly in image 5.

Exclude polygons

Set

This command excludes all selected polygons from the collision calculation.

Clear

Hereby all excluded polygons are considered again for the calculation.

Show

Once you have made a different polygon selection, you can use this command to quickly display the excluded polygons again, overwriting the current polygon selection.

Draw

If this option is activated, all excluded polygons are displayed with red edges in the editor. Internally, the collision object is always divided into triangles so that the excluded polygons are displayed triangulated. Deactivating this option hides the polygons in the editor again.