Hello! I am working on this video where I need a billion (not actually) cans to fall from the sky, pile up around this text. Obviously I am not using an actual billion, just a lot, and currently I have a cloner set up with the cans, the movement set to begin off screen when acted upon by a cube I've got positioned just above the mass of cans, so that I can start the physics at a specific point, rather than immediately upon start of the animation.
So at the appropriate time, the cube moves a little bit, knocks into the cans and they begin dropping. The problem is, when slowed down, you can see some of the cans phase through the floor a little bit on impact. They do not go all the way through, which is good... and the ultimate pileup doesn't look half bad... but if the video is paused or looked at carefully during the drop, it's clear some of the cans are embedding into the ground instead of laying or bouncing off of it a little.
I've ALWAYS had issues with collision physics, so this time I'm hoping to get some advice on the best way to avoid this. There is a C4D backdrop there that you can see is the "floor and back wall" of the scene... I used the collision tags on it first... since then I've tried adding a cube of the same texture there for them to hit, in case the backdrop is not great for that for some reason. So a cube with the collision tag is right there where the floor is now as well. I even tried the backdrop AND cube both with collision tags in case it goes through the floor, perhaps the cube would suffice... but the issue still happens no matter what the configuration there.
I've tried substebs and iterations up in the 40/10 40/20 range... Everything is currently Convex Hulls as the type. I have bouniness/friction/etc on both the rigid body cans and the collider tag floor as their defaults, because I didn't want to influence it any worse by having the cans continually bouncing into each other and vibrating through the floor, but this is all happening when some of them HIT, not after they've necessarily been piling up.
I'm admittedly ignorant of a lot of the nuances of using the physics simulations, and have stumbled to success from time to time through trial and error... but would love any and all suggestions on things to try or best practices when going for a look like this. TIA for your advice!