Thank you very much for this easy way to solve my huge problem! I needed to distribute beads into hundreds of wells, and it looked terrible before. Now it is just perfect :))))
thank you so much, its real problem with internet, they alway show off how and what is particle, kind of rain, falling leaves, snow,, but all of them did not know or forget the interact with floor. you are savior
It's interesting how the simulation starts out with the objects intersecting more noticeably than once the container starts filling up, but it looks better than the ordinary method. It also looks better than what I got when using the molecular add-on, maybe because of my version of Blender. Regarding the secret, I gotta wonder how many people checked size-deflect after watching these tutorials only to get a new problem with the particles not reaching the floor, which happens when the original object's scale and the physics scale aren't in sync. Still, it works most of the time.
this is exactly what happened as soon as i clicked that checkbox, the particles moved up and dont reach the floor of the object they were originally hitting as a collision - changing the seed or other parameters just wont fix it - what am i missing, why doesnt it do that in this video and settings being the same, anyone got a simple fix for that ?
@@spearcy hi appreciate the feedback - do you mean the "render object" scale slider - it onnly seems to scale the particles but position still stays above whatever floor originally set as if by clicking the size deflect checkbox raises up the level of floor invisibly!
@@johnleighdesigns I recall having to balance the scale of the source object (the object being used to make the particles) with the size deflect. Maybe get it the size you want and apply “scale” and then make the particles. But yeah, it was annoying to have them land a foot above the ground.
Es realmente un aporte relevante¡. Tienes una idea de negocio, necesitas convencer a tu cliente acerca de la operacion de tu idea....y como todo entra por la vista...esto realmente incentiva el potencial de una idea¡...He realizado tus tutoriales y realmente funcionan...muchas gracias Bla Tadej... un gran hombre¡¡¡
this is just what i was looking for , my problem was i emitting particles along a curve with a (-) force , the particles were from a collection of mesh letters , i made a nice space by deleting a letter except for a wide vertices , but i tweaked the settings for hours , tweaking the letters in the collection , hard body , collision , whatever , i messed with the force field ... i searched up and down and installed nonfunctioning add on that crashed b . FINALLY THANK YOU Bla Tadej ! i can tweak the spacing nicely with the repulsion factor and the interaction radius. reporting back , the setting in particle fluids "SPH Solver , i turned that from 'double density' too "classic' made less variation on entry to my curve (with a force field )
Really nice tutorial thanks. I worked through and recreated your results. The only part I found tricky was when you added the PHYSICS COLLISION. I originally added it to the particle, rather than to the CONTAINER (cube). I realised my mistake after looking closely at your outlier when you added the physics collision. I'd welcome any similar tutorials thanks, especially showing how to create gas particles colliding into walls and other particles while remaining inside a container. Great channel. Subbed
Holy! Thanks man, mega appreciate the time you took to watch and be thoughtful about the tut. I'm working on additional molecular addon ideas, so stay tuned for those (with free source files included of course!). Thanks again!
didnt work for me but i found a solution. scale the scene down. In my case none of this worked but when i scaled the scene down it worked fine. if you use particle systems in containers work within the dimension of the smallest squares in blender viewport. something like 20 squares wide
My particles move away from the emiter as I scale them and they just emit from that location, and I can't figure out why. Parent object is a sphere with a texture on .
Quick question: does anyone know why my objects float away all over the place rather than pour down when I turn it to fluid? I am using a rectangular cube rather than a sphere. It also becomes bouncy when it's Newtonian... Regardless, thanks for the tutorial, very helpful!
I am still having this problem. I changed the damping and friction and have changed the fluid settings of the particles but it’s still flying everywhere
Thanks for your tutorial! And I'd like to know how to turn the particles into objects? For example, I want to create a box of candy for 3D print, so I want the particles become real objects. Thank you in advance!
Thanks for watching! You can do so by going into the modifiers tab of the object that has the particle system and choosing convert / apply. Don't forget to close the particle system after that!
I have the same issue, i think it's because we have too many particles at the same time, (origin emission) so reduce the number of particules or scale up your plane emmitter :)
Thank you for this video. Do you have an idea how to optimize the collision of particles which are emitted by the "quick explode" modifier? When these particles collide the just stick in the ground and doesn´t collide properly.
Hello, thank you so so so so much for this video, it was realy helpful for me. I have a question plz : do you have a solution to put my works 3D on web to show people what I did ? Thank you in advance.
is there a reliable way to do particle self collisions and object collisions without doing rigid bodies? I have about 1000 instanced object in particles but they go through half of my cube and THEN they colide and they also dont seem to self-collide reliably even with molecular...
Hi, If I deducted correctly then you are from Slovenia? Like for that! I'm searching for a tutorial on how to make clouds a plane can fly through and collide with them or better said interact, vortex them. I was thinking of some fluid dynamics or something like that, maybe collisions like the tutorial here.
Hey dude! So I've been thinking about your question for a while; one thing that you might try is make particle systems with metaballs and then use the collision tricks to sort of get that exaggerated look (slap on a volume cloud material and bam, you're good). The true to life vortexes would be achievable only with a smoke sim (I presume, I can be wrong and someone has a workaround that). I'll see if I'm able to create a demo and a tut with a free resource file! Thanks for the question!
@@blatadej5474 Thank you for the answer! I'm also Slovenian but let's keep it international for others who find value in your reply ;). If you manage to make a tutorial, that would be awesome!
I tried following this tutorial but I couldn’t get it to work, my balls won’t pile up and self collide instead they all sink down and intersect each other
Hi! thank you for the tips! you spoke alot of theses molecular addons; could you make a video highlighting the benefits using this addon for the exact same problem? to see the capabilities? I myself have a similar problem where i would have a vessel being filled with about 1 Mio. Objects, and they should make a nice pile ( I tried making those objects in advance as rigid bodies and feeding the vessel through a funnel... but this was very very intense computewise e.g. my pc crashed more or less being overwhelmed.... this faking with fluid like particles could be solution for me...?)
If we're talking about really big calculations, I've tried those and Blender had been very unstable in regards to that. Going with the molecular would be a better idea, since this is more of a cheaty workaround than an actual solution. I would also not exclude the idea of creating a system, make it real and then apply rigid body physics though with way less particles. If you're looking for sand simulations, houdini has its own dedicated physics for that and you'd be much better off using that than Blender. Hope it helps!
Interesting, If anyone in the future comes across this comment and has experienced this, I have a project where particles just won't collide no matter what I do. But when I start a new project It works just fine... And I have custom default settings.. If anyone else has had this issue feel free to let me know!