Particle Physics + Rigid Body Collisions = A Genius Result 👍

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  • Опубликовано: 28 авг 2024

Комментарии • 69

  • @christinakonstantinidou444
    @christinakonstantinidou444 2 месяца назад +1

    I am so grateful to you. Your light saved me! 😊🙏 Your video is the best for this condition! ❤

  • @KwameGyanko
    @KwameGyanko Год назад +6

    awesome. always had a tough time fine-tuning some of the settings. thanks for this

  • @haxstat
    @haxstat 4 месяца назад +1

    This is top tier.

    • @5MinutesBlender
      @5MinutesBlender  4 месяца назад

      Thank you so much for the appreciation! 😊❤️❤

  • @sigmamale2098
    @sigmamale2098 Год назад +3

    Amazing video 👍👍

  • @Muhammadalindonisi
    @Muhammadalindonisi Год назад +2

    Awesome sensei!!!!

  • @Virtual_Wireframe
    @Virtual_Wireframe Год назад +1

    This is very helpful. And I have a different issue related to liquid simulation, I don't know if blender can do it. Basically we have effecters in fluid simulation which affects liquids momentum in blender. What I want is that liquid will effect objects momentum. For Example a container is filled with wooden balls, and when we pour liquid in container, the balls starts to rise up because it has lower density. I searched for everything but couldn't find the answer. If you know how do it please help me sir.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      We create a tutorial for a similar effect that you described. Please check if this helps 👉 ruclips.net/video/N-yohyp0Ja8/видео.html

  • @manaspaul869
    @manaspaul869 Год назад +2

    I think i've done everything as you told. One problem persists- when I play alphabets do not come down smoothly, rather burst at the very begining (like in a cicle pattern), then fall down. I made loose parts and origin to geometry etc. Few alphabets remain on the plane at the end and few being collected in the lower tray, rest scatter outside the tray and fall down. Where do I do wrong? Anyway, Your tutorials are amazing.

    • @5MinutesBlender
      @5MinutesBlender  Год назад +2

      I have experienced this as well. But are you using the alphabets as particles or did you convert them into rigid bodies? If they are converted into rigid bodies, you need to ensure that the density is not very high (in order to avoid any overlapping). If two rigid bodies are overlapping each other, they will burst out, then they will hit the other objects and everything will run away from your scene. So the size of the emitter and the number of particles play an important role in the final outcome.

    • @jackh_irl
      @jackh_irl 4 месяца назад

      This happened to me too, and I was using Rigid Bodies. If you're using many objects in the sim, make sure you shift+select them, rather than using shortcuts like Select Linked, or Select Objects to avoid self intersection/bursting.

  • @AashishKumar-ru7kj
    @AashishKumar-ru7kj Год назад

    First of all, your tutorials are awesome. I have learnt a lot from your videos. I've a question for you:
    Suppose that a body is moving around in a circular path having centre O. How to represent, through animation in Blender, the area(of the sector) swept by the radius vector joining the object and the centre of the circle after the object has covered a certain distance? Let's say the object is at A at some instance and at B after some time and I want to represent the area OAB swept by the radius vector through animation.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Thank you so much for your appreciations 💝💝 For your query, the area calculation is easy if the path followed by the radius vector is a perfect circle. The full area of a circle is pi*radius*radius. The area of a section of that would be pi*radius*radius*(angle traveled or swept by the radius vector expressed in degrees) divided by (360 degrees). So you only need to know the length of that radius vector and how much angle it covered during its movement. If you can't retrieve that, please let me know what information you can retrieve so that I can suggest an alternate way.

    • @AashishKumar-ru7kj
      @AashishKumar-ru7kj Год назад

      I don't need to calculate the area. I just need to represent that area through shading. For ex. as the object moves from point A to B along the circular path, segment OA (O being the centre) must move all the way from A to B, and in doing so, the area of the sector OAB must get shaded.
      Btw, Thanks for your time...❤

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Use a mix shader that connects two different shaders for the two parts. In the FAC input for this mix shader you have to tell Blender whether a shading point lies inside the swept area or not. This calculation is easy once you know the x,y,z values of the shading point (taken from the Texture Coordinate node), the location of O and A, and the current location of B (this last part will be dynamic as the object moves along the path). Now all you need is a little bit of math to decide whether the shading x,y,z point lies within OAB at present or not.

  • @matchdance
    @matchdance Год назад +2

    Great stuff

  • @yasarota
    @yasarota 8 месяцев назад +1

    thank you 😘😘😘

  • @TomGeewhiskeytango15511meterDX
    @TomGeewhiskeytango15511meterDX Год назад +1

    Very nice! 😁

  • @TheMetalFreshTiger
    @TheMetalFreshTiger 5 месяцев назад +1

    Hello, why on the deflection part at 3:55 when i do activate the Size Deflect, the particles stays very far from the meshes? The meshes on which they have to bounce they seems to have now like an invisible super thickness which i haven't managed to reduce. How can i do?? thank you

    • @5MinutesBlender
      @5MinutesBlender  5 месяцев назад +1

      This deflection has a bug in my opinion. The Blender dev team told me that there is no active developer at this moment for the physics sims, so whatever is there from the old system is just being maintained without any defect fix or new feature. The size deflect works better with the object scale set at default 0.05 (in the Render section just below the Physics section). If this scale is changed, the size deflection fails as you have described, I too experienced this. Keep that as 0.05 and change the actual size of the object to control its display size.

    • @jackh_irl
      @jackh_irl 4 месяца назад

      @@5MinutesBlender Genius. This worked for me. I also read online about there not being an active developer for physics sims. Glad to see there is a workaround for now.

  • @lemonworm
    @lemonworm Год назад +1

    when I click size deflect, all the particles deflect in the air waaaay abvove the collision mesh

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Two things are at play when you turn on size deflect. One is the actual size (scale) of the particles (or the objects that you instantiate in place of the particles), and another is the scale value provided in the render settings within the particle physics. Experiment with these two values for the sweet spot where the objects deflect only as much as needed, not more or less. I could not establish a formula but I noticed that you can fix this issue by suitably manipulating these two values while keeping the final size of the particles unchanged.

  • @markyanh6630
    @markyanh6630 Год назад +3

    Great

  • @HectorPotete
    @HectorPotete 8 месяцев назад +1

    size deflect 👍👍👍👍👍👍👍

  • @theAvengersLit890
    @theAvengersLit890 Год назад +1

    Please video editing tutorial... 🙏

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Sure! Any specific thing that you want us to cover in a video editing tutorial?

  • @treyxyz
    @treyxyz 2 месяца назад +1

    was hoping it was some type of cinnabun cake by the thumbnail

  • @lemuelrosagaran9614
    @lemuelrosagaran9614 Год назад

    This is a great tutorial. I feel shy to ask this, but how do I make the particles multiple when they hit the collision surface or a particle impact? I hope you will notice me. Thank you in advance :):)

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Hmm, that sounds challenging 🤔 Can't think of a way to do that. But do you just want the colliding particle to double up (both having the same type of motion), or do you want it to break down into two particles running away from each other? Either ways, I can't think of an option how we do that though.

    • @lemuelrosagaran9614
      @lemuelrosagaran9614 Год назад

      ​@@5MinutesBlender thank you for your response. Hmmm... possible that break into spread particles or a detect in-place particle spread; I saw that in C4D and Houdini but haven't in Blender. Anyways, thank you so much for the response sir, much appreciated😊😊

  • @MurcieloGODA
    @MurcieloGODA 10 месяцев назад +1

    Hello, when I get to the step where the collision setting is turned off for the plane and the rigid body is turned on, the particles just seem to pass through the plane without any interaction. How can I solve this issue? The individual rigid bodies on the other hand seem to collide just fine. The issue is only in the particle system.

    • @5MinutesBlender
      @5MinutesBlender  10 месяцев назад +1

      We did not use particles and rigid bodies together in a single frame. If you use both, you don't need to remove the collision physics. Keep it along with the rigid body physics (both should be enabled). The particles and the rigid bodies both will now collide with the plane.

  • @duncan144k3
    @duncan144k3 8 месяцев назад +1

    Great tutorial!

    • @5MinutesBlender
      @5MinutesBlender  8 месяцев назад +1

      It may be a cache issue. Remove the existing cache and bake the physics again. Just like other physics simulations you can bake particle physics as well. If the behavior does not change even after a fresh baking, it might be an issue specific to your blend file - I need to then see your blend file to understand what caused this issue. Our email id is 5minblender@gmail.com You can send us your blend file along with the problem description, we'll check and get back to you.

    • @duncan144k3
      @duncan144k3 8 месяцев назад

      @@5MinutesBlender oh wow!! thank you so much, I will try this what you said
      also I set the scale to 1.0 because I need the actual size of my particles and I think this may cause the problem, what do you think?

    • @5MinutesBlender
      @5MinutesBlender  8 месяцев назад +1

      @@duncan144k3 Yes, I noticed that if you use that scale factor to increase your particle size, it creates issues (maybe the code is broken somewhere), instead you keep that factor low but increase the original size of the reference object to increase the particle size... it gives less issues.

  • @ArtFootball649
    @ArtFootball649 Год назад +1

    Show how make quality in video Animation .plz

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Anything specific that you want us to cover?

    • @ArtFootball649
      @ArtFootball649 Год назад

      @@5MinutesBlender i want to render quality video HD in Animation, how it ?

  • @charanganesh3700
    @charanganesh3700 10 месяцев назад +1

    can you tell me which blender version your using for this

    • @5MinutesBlender
      @5MinutesBlender  10 месяцев назад

      We did this tutorial in 3.5 version (although it should work in other recent versions as well). You can check the version number in the bottom right corner of the video.

  • @Intergalacticprismaticcreature
    @Intergalacticprismaticcreature Год назад +1

    where did you find the alphabet 3d models

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      I created them myself. Just typed A to Z as text, and converted it into mesh, then I performed "separate by loose parts".

  • @beeros2190
    @beeros2190 3 месяца назад

    why my size deflect doesn't work correctly? my particle not even touch the plane and bounce off.

    • @5MinutesBlender
      @5MinutesBlender  3 месяца назад

      The deflection field has a bug in my opinion. The Blender dev team told me that there is no active developer at this moment for the physics sims, so whatever is there from the old system is just being maintained without any defect fix or new feature. The size deflect works better with the object scale set at default 0.05 (in the Render section just below the Physics section). If this scale is changed, the size deflection fails as you have described, I too experienced this. Keep that as 0.05 and change the actual size of the object to control its display size.

    • @beeros2190
      @beeros2190 3 месяца назад

      @@5MinutesBlender Thank you so much for sharing this, I really appreciate that.

  • @HaydenWR
    @HaydenWR Год назад

    can you please send me the link to the letters to mesh video

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      There is no tutorial on that. It's easy. You can add a letter from Add>Text menu option, then add a thickness to the letter and convert it to a mesh from Object>Convert menu option. We have to repeat it for 26 times. In order to do it in one go, you can enter "A B C D...." in the text field (all 26 letters) and convert it to mesh. Then in the edit mode, select Separate by loose parts. It will convert each letter into a separate object. Then in the object mode, set origin to geometry for each of these objects.

    • @HaydenWR
      @HaydenWR Год назад

      @@5MinutesBlender when i add a solidify modifier to the text and enable it, it says "doesn't apply to the object type"

  • @dustonclubs3867
    @dustonclubs3867 Год назад +1

    Make a video on png image to 3d model 👈

    • @5MinutesBlender
      @5MinutesBlender  Год назад +3

      We created a tutorial on that 👉 ruclips.net/video/12YuQj48sr0/видео.html We have a plan to bring another tutorial on this for the latest Blender versions sometime soon.

  • @heartbeatswang9068
    @heartbeatswang9068 7 месяцев назад

    Why do I follow your steps to make particles or will I pass through the box?😂

    • @5MinutesBlender
      @5MinutesBlender  7 месяцев назад

      Blender's rigid body physics is not always perfect. Increase the iteration and the sub-steps numbers for the rigid body physics in the scene tab, under rigid body world. It will increase the accuracy of the calculations and hopefully remove the issues you have encountered.

  • @Amit-yn3vv
    @Amit-yn3vv Год назад +1

    Can you please teach us how you made HAPPY BIRTHDAY RIA.....

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Mostly the topics that we used in that video like the waving flag animation, material transition, dynamic paint and rain drops or even festoons are already covered in various different tutorials that we have published earlier. So there are no new things that may need a tutorial separately, we just used all these things together to create that video. But if you have anything specific in your mind, please tell us. We can either guide you to the respective tutorial or create a new one. By the way, thanks for watching! 💖

  • @mitek1qw
    @mitek1qw Год назад +1

    Прикольно!