As some of the blocks are getting more and more complex, I've decided to go with a different workflow for creating the collision geometry. After diving into some RBD Solver refreshment, I recalled the Laser Scan option. Knowing this is a heavy calculation when done on simulation time, I wanted to find a way to use something like the Laser Scan attribute, to create the parent geometry for the collisions. So after some digging I discovered the isoOffset SOP which will create geometry based on an object sign distance flied.
By calculating something similar to the dimensions of the original block it gave me a better representation of itself. I then wrote and read the geometry back in, scaled it a little, and then ray-soped it to get it closer to the original. The last step was to poly-reduce the vert count, this gave me an optimal amount of verts with out losing to much contour. The result is something which resembles a triangular mesh, but overall holds more surface area. I think it will be a better collision body then what I first tested, have a look.
Gonna start testing a few of these in a smaller scale simulations, to determine sim times. More to come.
