so i got negative offsets working, kind of, but it seems the collision boundary not only is a bit vague (in high pressure areas the particles push further in the object than on low pressure areas) but it might not be frame precise???
i offset the collision object animation by 0.5 frames in 3dsmax, and this looks better than the non offset animation. (the simulation was done with the no offset mesh)
as i have retimed this particles (h2 sim), regardless of the GFC files not being able to be retimed ( i have asked this question before, if they are needed in some way, but had no answer!
i realise this might not be what H2 was desinged to do, ie: monster coming out of water, boat wake, 1,000,000,0000 particles at hight speed, etc. etc ....
But it would be good , specially since SPH has had no development in what...5+ years?
anyway,,,here r the pics
frame 035 frame 043 frame 156