Get the .blend file NOW on my Patreon: www.patreon.com/posts/37251048. And don’t forget to like this video if you want to the file for free: ruclips.net/video/ZfhvbFEISpE/видео.html
In case someone is having problems when starting the physics simulation (meaning: the capsules "explode" instead of falling down), try (9:35) when making the array to set the offset distance to 1.01 instead of 1.00. Great tutorial, by the way. Keep 'em coming!
This tutorial was very thorough and easy to follow! I would really like more tutorials that show a lot of the little tricks in making things run smoothly as you did. Also for reference i rendered out 500 frames on my laptop using eevee and it finished in 5 minutes, vs 5 minutes for 5 frames in cycles. I think cycles definitely looks better, but for those who are impatient and okay with 80% of detail then I'd recommend eevee.
Great, I hope others see this and aren’t put off by their very slow render time. and thank you, I will try to include more general tidbits of knowledge in future videos :)
if u spend enough time tweaking your cycles settings you can get the render times down quite a bit lower. i usually set a limit of about ten seconds per frame for even 1080p video
20:33 you could also go to the "object data properties tab in the right side (green triange for everyone who doesn't know) with one of the pills selected and check the "Auto Smooth" box under "Normals" has the same effect because it only applies the smooth shading when the angle is greater than the set amount of degrees (default value is usually fine) without adding additional geometry, making the scene even more efficient than it already is
It was really very satisfying. thank you for showing some real world example of rigid body rather than just applying it on a default cube/moneky mesh. Special thanks mate.
Thank you so much. I'm on a tenkeyless keyboard and the other shortcut wasn't working for me unfortunately. This was super helpful. EDIT. If anyone else is having similar issues, you can turn on On-Screen Keyboard and substitute your missing numpad with it.
Everything works great except for the depth of field. This was a huge learning experience for me. I'm understanding about dynamics so much more. THANK YOU!
Hey thank you very much for making this! As a blender noob, it was very straightforward and helped me learn a lot. Please continue to make videos like this!!!
Hey. I'm using a mac book pro and I'm trying to select around the bottom part of the pill but when I hit control +, it just zooms in. Any help with this would be much appreciated!
Hey buddy I can’t seem to find the comment and I’m struggling with the same thing haha Edit: Searched around a little with the information of the hotkeys and I got it. For those on Mac wondering the same thing, it’s : select -> select more/less -> more
@@joeyuetang754 It's Control & L. You might have to just click and drag to select things later on as well (I had trouble making the halves of the pills different colors).
17:09 "let's call them 'stir-ers'" me: let's call them agitators? Love your content btw. lots of really helpful info at the perfect pace. you're doin god's work, son.
Plain simple "frame/100" for the stirrer bars gave me a more or less fixed pile of pills turning with the bars. So I made one of them jiggle: frame/100 + 0.2*sin(frame/13) This keeps the pills from becoming locked into groups and the whole pile not evolving. Jiggle the other bar with 0.3*cos(frame/8) so that the two bars jiggle differently. Finally, I added animation to the z coords so the bars would stir for 300 frames then slink down into the abyss below the container, so they wouldn't show in the last frames for rendering. (Or I could add more pills, but nah, too lazy.)
BTW, I'm just doing a still image, and later will try using transparent objects, so slinked-away stirrers are good for me. For animation, the stirrers would have to stay put at the same Z.
another way to make the seene brighter is to adjust the expose or gamma settings, also turning up the brightness of the world in the world settings tab
@@anneallison6402 i have another object, not a pill. So when I "separate objects from losings parts" it splits my objects in differents parts instead of one. Yes if you can, it will be nice 😔🌸
24:40 I think using F-stop values of real cameras only makes sense if you also model everything to scale. But because your pills are bigger than the default cube they are larger than two meters, so this is definitely not to scale. I can't blame you though, because if you model the pills at a realistic size I think that would lead to floating point problems with the physics simulation. In my opinion blender should have a setting that allows you to model everything to scale. Then for the rigid body simulation blender should have some setting where you tell blender how much the objects should be scaled up internally to avoid floating point problems. Then blender should do the physics simulation and scale the result down again to the real world size automatically. I think that would probably also avoid everything looking slow motion and stuff would move in real life speed by default. unfortunately there is no such setting in blender to automatically scale the physics objects internally as far as I know.
I am not an expert in camera lenses though. To be honest I don't really know what f-stop values mean. But still I believe using depth of field settings of real cameras only makes sense if you have your scene modeled to scale.
Haha you're absolutely right. In real life, a normal lens, let's say F1.8, could render the scene with a nice shallow depth of field because it is so small, and you could get very close to the scene. One thing to bear in mind, is that you would have to get very close, and your lens would have to have a good minimum focus distance. Instead of dropping the F stop, you are correct, I could have made a smaller scene, but this is what I love so much about blender, that you don't have to obey the laws of physics, and that you can have a 1g pill which is a meter tall, and render it using an absurd lens.
Very interesting lesson. especially about the mechanics of time, I liked it, Right up to: And that it was possible.))) From myself, I added different heights to the mixing cubes and a random color to one half of the capsule.
When rendering I can still clearly see the lines for each sphere edge. Do you smooth the spheres out at any point before rendering? Is there a rendering setting I'm not aware of? (beginner here)
Ah this is my bad, I noticed that there is a step missing from the tutorial, please check the description for how to “shade smooth“, which is exactly what the issue is here. Well diagnosed
At 5:51 you extrude the base of the container and the vertices all extrude internally. When I tap the extrude key I can only extrude in on direction or another, not all towards the center, how is this done?
Aha, I extruded and then scaled. So, press E, and then S, and then move the mouse to choose how much to scale. Or, you can type 0.6 as I did in this video, to scale it to 0.6.
Never used blender but I have this extreme curiosity in trying it out as I am fascinated about these physics simulations. How long did it took you to get comfortable using the software?
pretty cool ! thank you so much ! its my second try to do something in blender ! i copmlete it !!!!! but i render it on intel hd 4600 , after 1 year i will show you result !!! THANK TOY SO MUCH BEST TURTORIAL EVER , FROM RUSSIA WITH LOVE!
I rendered this on sheep it, a free online render farm. I would highly recommend it. They have slightly lower capacity at the moment, but you can still get projects rendered there for free if you help out rendering other peoples projects
if i could suggest a tutorial that would be fun / easy maybe one of those "satisfying" looping animations where simple shapes are cut in half on like a conveyor belt. usually theyre no longer than 10 seconds in legnth before they loop
Yep, unfortunately. Something I should have mentioned which can help: apply the physics settings to the first layer, before duplicating. That way, it only has to apply the physics settings to approximately 400 pills, which is faster, and the physics will be there automatically when you duplicate the extra layers. Let me know if this helps :-)
@@MobyMotion I seem to have an issue where once I have applied the physics to the first layer and then try to Alt+D it doesnt allow me to move the duplicates at all and inhabit the same space as the originals
Things I wonder about in 3D modeling.. at 6 minutes in, I usually do 3 or 4 extrude-scale ops then one final scale factor zero. Clean up by merge vertices by distance. But you, being wise in the ways of Blender, tap 'F' for a 32-sided polygon. Later, when texturing and animating, maybe using shape keys or weight painting for an armature, does it matter? For just a container to keep a particle system, fluid or bunch of pills in place, I imagine it wouldn't matter as long as you don't 'F' the entire bottom as one big polygon.
Are you rendering this on a mac? I saw this tutorial with no intention of doing it on my 2015 mac pro but if you are then that gives me hope that I can try this animation out too! :D how long did the render take?
Ha ha yes, not even that, but a MacBook. Simulation was very quick, you saw it in the tutorial. Render was done on Sheep It (a free render farm) in a few hours.
Great tutorial. Have you considered making a video for sand / powder using blender 2.8? Be good to see experiments with sticky / damp sand vs dry sand and how they react differently to being poured / tipped out landing on different surfaces? Thanks and congrats on becoming a doctor 👍🏽
thank you, and thank you! Is there is some new sand/powder solver and 2.8 that I haven’t heard of? Or are you talking about the cool effects that you can do with the molecular script add on?
Moby Motion - I don’t actually know the best way to be honest. I saw there was a new fluid system out (Mantaflow) in blender which I thought might be a way? Or might require a script/ add on? The reason I thought it’d make a good tutorial is there’s almost nothing out there currently showing how to simulate different powders/fine grain materials in flow. Which good be really cool to see if you had any idea of how this might work with the possibility for clumping, crumbling, dust being created as it lands and settles etc etc.
hmm really interesting. I actually just finished filming my Mantaflow tutorial, so keep an eye out for that. Unfortunately it can't be used for what you are describing. There is a plug-in called "molecular script", which I am a big fan of, and I am planning a quick tutorial on it. It's designed to simulate fine grains / balls. The first tutorial well focus on the basics, just how to create a stream of particles that interact with each other. However, it does have the ability to clump of these particles together, which could be made to look like damp/ sticky sand. Will consider that in the future
@@MobyMotion OK. Nice. That sounds like a lot of fun to try out and certainly would be interested to see this as a tutorial in future. I also look forward to seeing your upcoming Mantaflow tutorial that you refer too. I'm still a relatively beginner in Blender but want to master Mantaflow (and probably the molecular script if not too difficult) soon. Thanks in advance - been useful to connect. Best.
Thanks for your tutorial. It's a great job! But there is a one problem with the simulation... During the animation, the one pills overlaps to others :( Maybe it's becaue choosing "capsule" in collisions, not a "mesh"? I am not sure... Do you know how to fix this?
What are your specifications? I've got a really beefy setup and the rigid body simulation is slow asf. It's only using 10% of CPU while baking the simulation.
I think you shouldnt really change the specular value in principled shader. Most of dielectric materials should have the specular value at 0.5. Changing it messes up photorealism, as most of the materials simply have this value of specular reflection. Exceptions are (at least i think so) diamonds, maybe some gems and silicon (the element). Basically, never touch specular value (god forbid the tint) unless you really know what you are doing. It might not change a lot, but it is bad practice to use it to "bump up the shine" that is what roughness (and clearcoat sometimes) is for. Just so everyone knows. Nice tutorial anyways.
Moby Motion but whatever there is a quote I once read along the lines of «think like an artist, not a scientist». Do what looks good and not what is «right» because it’s all just approximations anyway. For example in Pixar they add lots of lights everywhere and tweak materials a lot and it looks realistic and you’d never believe what it all looks like behind the scenen until you see it yourself they don’t try to make everything as scientifically accurate or plausible or whatever for sure!
Hey I loved the tutorial, but i would like to know how to export the animation to a gbl, because when im try to do that the animation is not exported :(
all good but why you go under f1.8 and after enchanced the distance of the depth of field? if you mantein the 1.8 and after decrease de distance from 10m to for example 3m you'r gonna have the same effect, even better than decrease the f stop in that absolutly irrealistic number
Ey so i made a boolean modify to my pill that I want to array and physics cycle like this but when I seperate by loose parts it discconects those and gives me over 3,000,000 objects, any work around you suggest? or should i just array going up apply the physics and deal with the fact that it's gonna be heavy af on the comp best wishes, blaine
Im still waiting for the properties to copy over....Not sure how long it´s supposed to take or if I should start over...or shave. Edit: How could I add text to the pills?
@Moby Motion You should use Autosmooth in the Object Data Properties instead of making two more loop cuts. With your technique, it will never be a sharp angle. See also: docs.blender.org/manual/en/latest/modeling/meshes/structure.html#auto-smooth What do you think about it ;-) ?
HELLO, I have a problem from the 11th minute. IN SEPARATE- MESH- BY LOOSE PARTS. At this moment I split the capsule in two and then with SET ORIGIN instead of putting a point for each pill, put 2, one on the top and one on the bottom.
Dude I’m having the same issue!! Except I already created my bullet model and everything is connected so the bridge edge loop thing obviously doesn’t apply. It’s separating my bullets into like 3 different parts even though it’s a singular object and everything is connected! Please help
Andresmena my bullet is somehow 3 separate parts?! But only in edit mode. In object mode it’s one part. I don’t understand how this is possible. I modeled it perfectly lol and every single thing is connected perfectly. There’s literally zero way for me to make it a “single” object
11 : 30 HELP i have a bug problem. for my objects. when i set separate them by loose part, the problem is that there a many parts. so it is not one object
I love blender but noticed that cinema 4d rigid body is better than blender. Cinema 4d is more accurate where blender is unpredictable Is there a way to let the blender foundation know about this
6:54 it doesn't work for me, Z becomes purple but it doesn't rotate and I have checked that I wrote the same as in the video. Is there something I am missing? Thanks for the tutorial!
Not sure I'm afraid, I would try: 1) clear the keyframe then try it again, if that doesn't work 2) Try 2.82 which is what I had here, and if that doesn't work 3) let me know and I'll look into it
@@MobyMotion Im on 2.82 and did exactly as you said, at first it rotated real fast then as soon as I put /100 it stopped playing the animation, I tried deleting and retyping and nothing works, also the entire scene rotated no just the elongated cube.
@Moby Motion please help me out in the animation for the cube and the base circle the mesh of the capsule gets intersect and can seem to get the surface out of the perimeter.
Is it possible to render a seamless loop animation from this setup? Perhaps allow the simulation to run for a while to gain some kind of equilibrium, then render that sequence?
Get the .blend file NOW on my Patreon: www.patreon.com/posts/37251048. And don’t forget to like this video if you want to the file for free: ruclips.net/video/ZfhvbFEISpE/видео.html
In case someone is having problems when starting the physics simulation (meaning: the capsules "explode" instead of falling down), try (9:35) when making the array to set the offset distance to 1.01 instead of 1.00. Great tutorial, by the way. Keep 'em coming!
Aha! I wonder if you made half the pill bigger instead of smaller? Anyway glad you figured it out
What do I do when my PC "explodes"?
JK, I love this tutorial. Have been copying from active for 5 minutes, tho.
This tutorial was very thorough and easy to follow! I would really like more tutorials that show a lot of the little tricks in making things run smoothly as you did.
Also for reference i rendered out 500 frames on my laptop using eevee and it finished in 5 minutes, vs 5 minutes for 5 frames in cycles. I think cycles definitely looks better, but for those who are impatient and okay with 80% of detail then I'd recommend eevee.
Great, I hope others see this and aren’t put off by their very slow render time. and thank you, I will try to include more general tidbits of knowledge in future videos :)
if u spend enough time tweaking your cycles settings you can get the render times down quite a bit lower. i usually set a limit of about ten seconds per frame for even 1080p video
0:01 Patient: So How Many Pills Do I Need To Take A Day?
Doctor:
Me: oh hel
You really deserve more likes for your pure talent and animation art.
thanks so much :-)
Moby Motion You are welcome.
20:33
you could also go to the "object data properties tab in the right side (green triange for everyone who doesn't know) with one of the pills selected and check the "Auto Smooth" box under "Normals"
has the same effect because it only applies the smooth shading when the angle is greater than the set amount of degrees (default value is usually fine) without adding additional geometry, making the scene even more efficient than it already is
His version is actually non-photorealistic, because it still has a smoothed edge.
7:50 - Hey Doc, π/2 rad = 90°, in case anyone cares.
D:
I paused and came straight down here when I heard that.
It was really very satisfying. thank you for showing some real world example of rigid body rather than just applying it on a default cube/moneky mesh. Special thanks mate.
3:05 you can press L while hovering over the mesh to select it.
Cool, thank you, there is always so much to learn in blender!
Thank you so much. I'm on a tenkeyless keyboard and the other shortcut wasn't working for me unfortunately. This was super helpful.
EDIT. If anyone else is having similar issues, you can turn on On-Screen Keyboard and substitute your missing numpad with it.
Or CTRL L when you already have one vertex selected.
This is one of the most helpful blender tutorials on yt, thanks!
Glad you think so!
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
My PC would literally burst into fire from simulating that
this was on a laptop! (Rendered on sheep it though). I talk about two really important optimisations that make this possible.
Maybe upgrade from a Raspberry Pi 👍🏽😆
@@iamthetinkerman lol
Everything works great except for the depth of field. This was a huge learning experience for me. I'm understanding about dynamics so much more. THANK YOU!
Glad you found it useful. What is wrong with the depth of field?
@@MobyMotion I figured it out thank you!
Hey thank you very much for making this! As a blender noob, it was very straightforward and helped me learn a lot. Please continue to make videos like this!!!
Thanks, I will!
Hey. I'm using a mac book pro and I'm trying to select around the bottom part of the pill but when I hit control +, it just zooms in. Any help with this would be much appreciated!
Thanks, SAGAR AMRUTH. I saw your reply and it helped a lot!
Hey buddy I can’t seem to find the comment and I’m struggling with the same thing haha
Edit: Searched around a little with the information of the hotkeys and I got it. For those on Mac wondering the same thing, it’s : select -> select more/less -> more
@@joeyuetang754 It's Control & L. You might have to just click and drag to select things later on as well (I had trouble making the halves of the pills different colors).
I heard Eminem loves this tutorial.
Hahaha if only I had made it blue and yellow purple… Not sure how to do that exactly
I was thinking in Dr. House
Hahaha😃
@@MobyMotion I was hoping you were gonna use Molecular script for this project. Why didn't you, though? thnx BTW.
I heard D12 hates this tutorial because they ain't purple.
17:25 if the agitators/stirrers don't work change the shape into mesh and keep it default. No Idea why box shape didn't choose to work. Great vid
Literally no one:
Moby Motion: I wanna make a 3D animation about drugs.
Lol
Really great. Lots of hints! Thanks
17:09 "let's call them 'stir-ers'"
me: let's call them agitators?
Love your content btw. lots of really helpful info at the perfect pace. you're doin god's work, son.
Great tutorial I'm going to bookmark it so i can reproduce it!
Please do! Let me know what you come up with :)
sir, you are my technical director №1
Broo its been so long im glad your back man!
Welcome back! :) what do you want more tutorials off?
@@MobyMotion idk im not creative lol but im glad you're back!
Great tutorial thanks! at 3:47 scale with shift Z to keep Z dimensions for the new guys.
3:06 another even easier way of selecting vertices is by selecting one and then click L It will then select all of the connected vertices.
Thank you! Will do that next time :-)
Very nice job. Thanks.
Plain simple "frame/100" for the stirrer bars gave me a more or less fixed pile of pills turning with the bars. So I made one of them jiggle: frame/100 + 0.2*sin(frame/13) This keeps the pills from becoming locked into groups and the whole pile not evolving. Jiggle the other bar with 0.3*cos(frame/8) so that the two bars jiggle differently. Finally, I added animation to the z coords so the bars would stir for 300 frames then slink down into the abyss below the container, so they wouldn't show in the last frames for rendering. (Or I could add more pills, but nah, too lazy.)
BTW, I'm just doing a still image, and later will try using transparent objects, so slinked-away stirrers are good for me. For animation, the stirrers would have to stay put at the same Z.
another way to make the seene brighter is to adjust the expose or gamma settings, also turning up the brightness of the world in the world settings tab
That's one hell of a drug
Subscribed! You are gold, thanks for sharing this knowledge
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
@@hotbergina don't know what you mean, you create the pill, apply the modifier then physics, I can share you my file maybe
@@anneallison6402 i have another object, not a pill. So when I "separate objects from losings parts" it splits my objects in differents parts instead of one. Yes if you can, it will be nice 😔🌸
So great tutorial mate!!!
Thank you for this i thoroughly enjoyed
24:40 I think using F-stop values of real cameras only makes sense if you also model everything to scale. But because your pills are bigger than the default cube they are larger than two meters, so this is definitely not to scale.
I can't blame you though, because if you model the pills at a realistic size I think that would lead to floating point problems with the physics simulation.
In my opinion blender should have a setting that allows you to model everything to scale. Then for the rigid body simulation blender should have some setting where you tell blender how much the objects should be scaled up internally to avoid floating point problems. Then blender should do the physics simulation and scale the result down again to the real world size automatically. I think that would probably also avoid everything looking slow motion and stuff would move in real life speed by default.
unfortunately there is no such setting in blender to automatically scale the physics objects internally as far as I know.
I am not an expert in camera lenses though. To be honest I don't really know what f-stop values mean. But still I believe using depth of field settings of real cameras only makes sense if you have your scene modeled to scale.
Haha you're absolutely right. In real life, a normal lens, let's say F1.8, could render the scene with a nice shallow depth of field because it is so small, and you could get very close to the scene. One thing to bear in mind, is that you would have to get very close, and your lens would have to have a good minimum focus distance. Instead of dropping the F stop, you are correct, I could have made a smaller scene, but this is what I love so much about blender, that you don't have to obey the laws of physics, and that you can have a 1g pill which is a meter tall, and render it using an absurd lens.
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
Very interesting lesson. especially about the mechanics of time, I liked it, Right up to: And that it was possible.))) From myself, I added different heights to the mixing cubes and a random color to one half of the capsule.
When rendering I can still clearly see the lines for each sphere edge. Do you smooth the spheres out at any point before rendering? Is there a rendering setting I'm not aware of? (beginner here)
Ah this is my bad, I noticed that there is a step missing from the tutorial, please check the description for how to “shade smooth“, which is exactly what the issue is here. Well diagnosed
@@MobyMotion thanks dude, cool tutorial!
Love your tutorials 😍
At 5:51 you extrude the base of the container and the vertices all extrude internally. When I tap the extrude key I can only extrude in on direction or another, not all towards the center, how is this done?
Aha, I extruded and then scaled. So, press E, and then S, and then move the mouse to choose how much to scale. Or, you can type 0.6 as I did in this video, to scale it to 0.6.
Moby Motion thank you, this was exactly what I was looking for!
Never used blender but I have this extreme curiosity in trying it out as I am fascinated about these physics simulations. How long did it took you to get comfortable using the software?
I've been using it about seven years, but you can pick up the basics much quicker, in a few months.
@@MobyMotion thanks! Will try to do your tutorials to start with
Amazing tutorial .. Thank you very much.. I have subscribed this channel :)
Can you make this a looping animation please?! Anyways, good to have you back on this channel 😀👍
Hmm, that’s quite tricky with these physical stimulations that interact with themselves. Is there any good techniques to get it to loop perfectly?
pretty cool ! thank you so much ! its my second try to do something in blender ! i copmlete it !!!!! but i render it on intel hd 4600 , after 1 year i will show you result !!! THANK TOY SO MUCH BEST TURTORIAL EVER , FROM RUSSIA WITH LOVE!
REALLY I FEEL SO COOL
glad you enjoyed it! Would love to see what you came up with
@@MobyMotion how i can render it ? maybe special settings ? you render it in 4 k? which video card
?
I rendered this on sheep it, a free online render farm. I would highly recommend it. They have slightly lower capacity at the moment, but you can still get projects rendered there for free if you help out rendering other peoples projects
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
if i could suggest a tutorial that would be fun / easy maybe one of those "satisfying" looping animations where simple shapes are cut in half on like a conveyor belt. usually theyre no longer than 10 seconds in legnth before they loop
1:40 Could've selected both, clicked S, 0 and z,y or x, it'll align itself each each other
When I copy physics settings blender goes not responding for 10 minutes, is this normal?
Yep, unfortunately. Something I should have mentioned which can help: apply the physics settings to the first layer, before duplicating. That way, it only has to apply the physics settings to approximately 400 pills, which is faster, and the physics will be there automatically when you duplicate the extra layers. Let me know if this helps :-)
@@MobyMotion I seem to have an issue where once I have applied the physics to the first layer and then try to Alt+D it doesnt allow me to move the duplicates at all and inhabit the same space as the originals
@@DarkWolfized Make sure you are on the first frame of your animation. Does that help?
The first time is slow. When I changed the friction setting and copied the physics settings again, it went fast, almost instantly.
this is amazing dude, thank u so much
Glad you like it! :)
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
Very great, I am having a small problem, my capsules are not falling directly down, they kinda spread apart while falling
I see you're making this on a MacBook Pro?? Would it bog your computer down if toy were to add texture maps/ bump maps to the pills?
Texture maps shouldn’t slow rendering here, but I didn’t think they were necessary to get the look I wanted
excellent video. Thanks !
Glad it helped :-)
Great tutorial! The noise in the background is a bit distracting though. Lol
21:30 Apparently your workstation is in the Bathroom?? LOL!!
Things I wonder about in 3D modeling.. at 6 minutes in, I usually do 3 or 4 extrude-scale ops then one final scale factor zero. Clean up by merge vertices by distance. But you, being wise in the ways of Blender, tap 'F' for a 32-sided polygon. Later, when texturing and animating, maybe using shape keys or weight painting for an armature, does it matter? For just a container to keep a particle system, fluid or bunch of pills in place, I imagine it wouldn't matter as long as you don't 'F' the entire bottom as one big polygon.
amazing dude
Are you rendering this on a mac? I saw this tutorial with no intention of doing it on my 2015 mac pro but if you are then that gives me hope that I can try this animation out too! :D how long did the render take?
Ha ha yes, not even that, but a MacBook. Simulation was very quick, you saw it in the tutorial. Render was done on Sheep It (a free render farm) in a few hours.
Awesome tutorial!
Thank you :-)
Great tutorial. Have you considered making a video for sand / powder using blender 2.8? Be good to see experiments with sticky / damp sand vs dry sand and how they react differently to being poured / tipped out landing on different surfaces? Thanks and congrats on becoming a doctor 👍🏽
thank you, and thank you! Is there is some new sand/powder solver and 2.8 that I haven’t heard of? Or are you talking about the cool effects that you can do with the molecular script add on?
Moby Motion - I don’t actually know the best way to be honest. I saw there was a new fluid system out (Mantaflow) in blender which I thought might be a way? Or might require a script/ add on? The reason I thought it’d make a good tutorial is there’s almost nothing out there currently showing how to simulate different powders/fine grain materials in flow. Which good be really cool to see if you had any idea of how this might work with the possibility for clumping, crumbling, dust being created as it lands and settles etc etc.
hmm really interesting. I actually just finished filming my Mantaflow tutorial, so keep an eye out for that. Unfortunately it can't be used for what you are describing. There is a plug-in called "molecular script", which I am a big fan of, and I am planning a quick tutorial on it. It's designed to simulate fine grains / balls. The first tutorial well focus on the basics, just how to create a stream of particles that interact with each other. However, it does have the ability to clump of these particles together, which could be made to look like damp/ sticky sand. Will consider that in the future
@@MobyMotion OK. Nice. That sounds like a lot of fun to try out and certainly would be interested to see this as a tutorial in future. I also look forward to seeing your upcoming Mantaflow tutorial that you refer too. I'm still a relatively beginner in Blender but want to master Mantaflow (and probably the molecular script if not too difficult) soon. Thanks in advance - been useful to connect. Best.
Thanks
Exited to get the file if it hits 200!
Thanks for video.... it is possible to freeze or "apply" (not f3=visual transform) the rigid body and convert it to a normal mesh without physics???
Great tutorial. Just one thing, you missed out the shade smooth part I think!
You're right! I added a little disclaimer in the description
thx for tutorial!
glad you enjoyed it :-) keep an eye out for more
Thanks for your tutorial. It's a great job! But there is a one problem with the simulation... During the animation, the one pills overlaps to others :( Maybe it's becaue choosing "capsule" in collisions, not a "mesh"? I am not sure... Do you know how to fix this?
You can tell his computer is about to blow up lol the things we have to do to get quality work!
looool
What are your specifications? I've got a really beefy setup and the rigid body simulation is slow asf. It's only using 10% of CPU while baking the simulation.
I want more keva planks destructions :)
on it
Thanks!
I think you shouldnt really change the specular value in principled shader. Most of dielectric materials should have the specular value at 0.5. Changing it messes up photorealism, as most of the materials simply have this value of specular reflection. Exceptions are (at least i think so) diamonds, maybe some gems and silicon (the element). Basically, never touch specular value (god forbid the tint) unless you really know what you are doing. It might not change a lot, but it is bad practice to use it to "bump up the shine" that is what roughness (and clearcoat sometimes) is for. Just so everyone knows. Nice tutorial anyways.
Ah interesting - will bear that in mind next time
Moby Motion you can try giving it s clearcoat which would make sense since I think pills have a small shiny coat around them but what do I know
Moby Motion but whatever there is a quote I once read along the lines of «think like an artist, not a scientist». Do what looks good and not what is «right» because it’s all just approximations anyway. For example in Pixar they add lots of lights everywhere and tweak materials a lot and it looks realistic and you’d never believe what it all looks like behind the scenen until you see it yourself they don’t try to make everything as scientifically accurate or plausible or whatever for sure!
Perfect.
😳 very nice 👍
Good job, interested
Doctor by day pill simulator by night
Hey I loved the tutorial, but i would like to know how to export the animation to a gbl, because when im try to do that the animation is not exported :(
Now I know where Sony learned from, to do the PS5 reveal animation.
suscribed
all good but why you go under f1.8 and after enchanced the distance of the depth of field? if you mantein the 1.8 and after decrease de distance from 10m to for example 3m you'r gonna have the same effect, even better than decrease the f stop in that absolutly irrealistic number
Ey so i made a boolean modify to my pill that I want to array and physics cycle like this but when I seperate by loose parts it discconects those and gives me over 3,000,000 objects, any work around you suggest? or should i just array going up apply the physics and deal with the fact that it's gonna be heavy af on the comp
best wishes,
blaine
when i separate objects by lose parts it decomposes each single object in multiples parts..... can you help me ?
At 24:35 the pills have intersecting lines. What are these? What makes them disappear in your final render?
That is just there to visualize the physics while you are in viewport. It would never show up in the final render
@@MobyMotion thank you!
Im still waiting for the properties to copy over....Not sure how long it´s supposed to take or if I should start over...or shave.
Edit: How could I add text to the pills?
@Moby Motion You should use Autosmooth in the Object Data Properties instead of making two more loop cuts. With your technique, it will never be a sharp angle. See also:
docs.blender.org/manual/en/latest/modeling/meshes/structure.html#auto-smooth
What do you think about it ;-) ?
Good ideaaaa! Didn’t think to do that
HELLO, I have a problem from the 11th minute. IN SEPARATE- MESH- BY LOOSE PARTS.
At this moment I split the capsule in two and then with SET ORIGIN instead of putting a point for each pill, put 2, one on the top and one on the bottom.
Ah! You forgot to bridge the two loops, rewind a bit and check your modelling step. Let me know if this solves it
@@MobyMotion yes that was, thank you very much for your tuto.
Dude I’m having the same issue!! Except I already created my bullet model and everything is connected so the bridge edge loop thing obviously doesn’t apply. It’s separating my bullets into like 3 different parts even though it’s a singular object and everything is connected! Please help
Andresmena my bullet is somehow 3 separate parts?! But only in edit mode. In object mode it’s one part. I don’t understand how this is possible. I modeled it perfectly lol and every single thing is connected perfectly. There’s literally zero way for me to make it a “single” object
@@mrfeathers3938 Same problem for me.
Disabled: modifiers cannot be applied to multi- user data, is the new blender, I can´t apply the Array, help please
Is that your pc going onto hyperdrive mode?
ha! i did some of those renders on Sheep It;] gj mate
Hey Doc, you named your blender file as pills_tutoral instead of pills_tutorial
please say how to save as video
how to render ? the cross moving does nothing on the objects....... they fall on the bowl and then nothing
tnks!! awesome!)
11 : 30 HELP i have a bug problem. for my objects. when i set separate them by loose part, the problem is that there a many parts. so it is not one object
Hello,
wonderful tutorial, but I ran into a small problem. My pills look low poly and don't know how to change that. Would love some help.
Sorry about that - check the description for the reason and solution
@@MobyMotion Thanks so much for the quick reply :)
I love blender but noticed that cinema 4d rigid body is better than blender.
Cinema 4d is more accurate where blender is unpredictable
Is there a way to let the blender foundation know about this
nice
dis dude wants to make me sleep
A good nights sleep is the real tutorial here
Hey congrats on 303 Likes! can you share blender file please! im actually stuck at it! and want to see your file
Hey dude I shared it! Check my later videos
When I click Ctrl + Numpad it selects both halves of the pill. How do you only select the bottom half?
6:54 it doesn't work for me, Z becomes purple but it doesn't rotate and I have checked that I wrote the same as in the video. Is there something I am missing?
Thanks for the tutorial!
Did you write a hashtag first?
@@MobyMotion Yes, #frame without any space, on object mode and with the bar selected (blender 2.80)
Not sure I'm afraid, I would try: 1) clear the keyframe then try it again, if that doesn't work 2) Try 2.82 which is what I had here, and if that doesn't work 3) let me know and I'll look into it
@@MobyMotion I found it! In 2.80 hashtag has to be deleted. Many thanks for your quick reply
@@MobyMotion Im on 2.82 and did exactly as you said, at first it rotated real fast then as soon as I put /100 it stopped playing the animation, I tried deleting and retyping and nothing works, also the entire scene rotated no just the elongated cube.
Do you know how do activate or deactivate this green, red, blue navball in the right top corner of the viewport?
@Moby Motion please help me out in the animation for the cube and the base circle the mesh of the capsule gets intersect and can seem to get the surface out of the perimeter.
Yeah #hype
;=)
Did you ever release the .blend file?
Yeah :) search my channel or check comments of the video on second channel
What is your computer configuration?
Is it possible to render a seamless loop animation from this setup? Perhaps allow the simulation to run for a while to gain some kind of equilibrium, then render that sequence?
very difficult to do with this example-but working on some other seamless loops
Moby Motion I would be interested to see those. I’m in email design, looping gifs help to make them stand out.
13:18 after assigning new material it becomes transparent (invisible). Any idea