Particle Physics + Rigid Body Collisions = A Genius Result ๐Ÿ‘

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  • ฤas pล™idรกn 26. 07. 2024
  • In this Blender tutorial, we have discussed how to combine the power of rigid body physics (collisions) with particle physics. The result is extremely satisfying and this technique can be used in many places. Here we have discussed how to create a large collection of random letters and make them fall into a container. Please watch the video for the complete tutorial. If you have any question on this tutorial, please leave your comment below.
    ๐…๐จ๐ฎ๐ง๐๐š๐ญ๐ข๐จ๐ง ๐ฅ๐ž๐ฏ๐ž๐ฅ ๐ญ๐ฎ๐ญ๐จ๐ซ๐ข๐š๐ฅ ๐จ๐ง ๐ซ๐ข๐ ๐ข๐ ๐›๐จ๐๐ฒ ๐ฉ๐ก๐ฒ๐ฌ๐ข๐œ๐ฌ ๐Ÿ‘‰ โ€ข Learn Rigid Body Physi...
    ๐‰๐จ๐ข๐ง ๐จ๐ฎ๐ซ ๐œ๐ก๐š๐ง๐ง๐ž๐ฅ ๐Ÿ๐จ๐ซ ๐ญ๐ก๐ž ๐›๐ฅ๐ž๐ง๐ ๐Ÿ๐ข๐ฅ๐ž & ๐š๐๐๐ข๐ญ๐ข๐จ๐ง๐š๐ฅ ๐ฉ๐ž๐ซ๐ค๐ฌ ๐Ÿ‘‰ / 5minutesblender
    ๐…๐จ๐ฅ๐ฅ๐จ๐ฐ ๐ฎ๐ฌ ๐จ๐ง ๐ˆ๐ง๐ฌ๐ญ๐š๐ ๐ซ๐š๐ฆ ๐Ÿ‘‰ / 5minutesblender
    ๐“๐ก๐š๐ง๐ค๐ฌ ๐Ÿ๐จ๐ซ ๐ฒ๐จ๐ฎ๐ซ ๐๐จ๐ง๐š๐ญ๐ข๐จ๐ง๐ฌ ๐Ÿ‘‰ donorbox.org/5-minutes-blender
    ==================================================
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    If you want to watch our own creations in Blender, you can also check out the following channel where we regularly upload videos on Animation, Space Exploration and AI.
    ๐Ž๐ฎ๐ซ ๐จ๐ญ๐ก๐ž๐ซ ๐œ๐ก๐š๐ง๐ง๐ž๐ฅ ๐ฅ๐ข๐ง๐ค: / @thealienworld
    #Blender #Animation #Tutorial #RigidBody
    Timestamp
    00:00 Add a basic particle system
    00:57 Enable collisions & customize it
    02:00 Instantiate random letters
    03:30 Make the collisions more realistic
    04:13 Add rigid body physics to the letters
    06:05 Bake all physics for the final result

Komentรกล™e • 69

  • @KwameGyanko
    @KwameGyanko Pล™ed rokem +6

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

  • @christinakonstantinidou444
    @christinakonstantinidou444 Pล™ed mฤ›sรญcem +1

    I am so grateful to you. Your light saved me! ๐Ÿ˜Š๐Ÿ™ Your video is the best for this condition! โค

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed mฤ›sรญcem

      I'm so glad it helped! ๐Ÿ˜Š๐Ÿ’๐Ÿ’

  • @Muhammadalindonisi
    @Muhammadalindonisi Pล™ed rokem +2

    Awesome sensei!!!!

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

      Thank you so much ๐Ÿ’–๐Ÿ’– Glad you enjoyed it!

  • @matchdance
    @matchdance Pล™ed rokem +2

    Great stuff

  • @sigmamale2098
    @sigmamale2098 Pล™ed rokem +3

    Amazing video ๐Ÿ‘๐Ÿ‘

  • @TomGeewhiskeytango15511meterDX

    Very nice! ๐Ÿ˜

  • @haxstat
    @haxstat Pล™ed 3 mฤ›sรญci +1

    This is top tier.

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 2 mฤ›sรญci

      Thank you so much for the appreciation! ๐Ÿ˜Šโค๏ธโค

  • @markyanh6630
    @markyanh6630 Pล™ed rokem +3

    Great

  • @AashishKumar-ru7kj
    @AashishKumar-ru7kj Pล™ed rokem

    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  Pล™ed rokem

      Thank you so much for your appreciations ๐Ÿ’๐Ÿ’ 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 Pล™ed rokem

      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...โค

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

      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.

  • @yasarota
    @yasarota Pล™ed 6 mฤ›sรญci +1

    thank you ๐Ÿ˜˜๐Ÿ˜˜๐Ÿ˜˜

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 6 mฤ›sรญci

      Always welcome ๐Ÿ˜Š๐Ÿ˜Š๐Ÿ’๐Ÿ’

  • @lemuelrosagaran9614
    @lemuelrosagaran9614 Pล™ed rokem

    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  Pล™ed rokem

      Hmm, that sounds challenging ๐Ÿค” 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 Pล™ed rokem

      โ€‹@@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 appreciated๐Ÿ˜Š๐Ÿ˜Š

  • @Virtual_Wireframe
    @Virtual_Wireframe Pล™ed rokem +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  Pล™ed rokem

      We create a tutorial for a similar effect that you described. Please check if this helps ๐Ÿ‘‰ czcams.com/video/N-yohyp0Ja8/video.html

  • @duncan144k3
    @duncan144k3 Pล™ed 7 mฤ›sรญci +1

    Great tutorial!

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 7 mฤ›sรญci +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 Pล™ed 7 mฤ›sรญci

      @@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  Pล™ed 7 mฤ›sรญci +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.

  • @HectorPotete
    @HectorPotete Pล™ed 7 mฤ›sรญci +1

    size deflect ๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘

  • @manaspaul869
    @manaspaul869 Pล™ed rokem +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  Pล™ed rokem +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 Pล™ed 3 mฤ›sรญci

      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.

  • @MurcieloGODA
    @MurcieloGODA Pล™ed 9 mฤ›sรญci +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  Pล™ed 9 mฤ›sรญci +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.

  • @treyxyz
    @treyxyz Pล™ed mฤ›sรญcem +1

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

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed mฤ›sรญcem

      Ha Ha Ha ๐Ÿ˜‚ ๐Ÿคฃ๐Ÿ˜‚ ๐Ÿคฃ

  • @charanganesh3700
    @charanganesh3700 Pล™ed 9 mฤ›sรญci +1

    can you tell me which blender version your using for this

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 9 mฤ›sรญci

      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.

  • @theAvengersLit890
    @theAvengersLit890 Pล™ed rokem +1

    Please video editing tutorial... ๐Ÿ™

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

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

  • @TheMetalFreshTiger
    @TheMetalFreshTiger Pล™ed 4 mฤ›sรญci

    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  Pล™ed 4 mฤ›sรญci +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 Pล™ed 3 mฤ›sรญci

      @@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 Pล™ed 11 mฤ›sรญci +1

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

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 11 mฤ›sรญci

      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.

  • @Intergalacticprismaticcreature

    where did you find the alphabet 3d models

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

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

  • @mitek1qw
    @mitek1qw Pล™ed rokem +1

    ะŸั€ะธะบะพะปัŒะฝะพ!

  • @ArtFootball649
    @ArtFootball649 Pล™ed rokem +1

    Show how make quality in video Animation .plz

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

      Anything specific that you want us to cover?

    • @ArtFootball649
      @ArtFootball649 Pล™ed rokem

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

  • @HaydenWR
    @HaydenWR Pล™ed rokem

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

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

      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 Pล™ed rokem

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

  • @dustonclubs3867
    @dustonclubs3867 Pล™ed rokem +1

    Make a video on png image to 3d model ๐Ÿ‘ˆ

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem +3

      We created a tutorial on that ๐Ÿ‘‰ czcams.com/video/12YuQj48sr0/video.html We have a plan to bring another tutorial on this for the latest Blender versions sometime soon.

  • @heartbeatswang9068
    @heartbeatswang9068 Pล™ed 6 mฤ›sรญci

    Why do I follow your steps to make particles or will I pass through the box?๐Ÿ˜‚

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 6 mฤ›sรญci

      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.

  • @beeros2190
    @beeros2190 Pล™ed 2 mฤ›sรญci

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

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed 2 mฤ›sรญci

      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 Pล™ed 2 mฤ›sรญci

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

  • @Amit-yn3vv
    @Amit-yn3vv Pล™ed rokem +1

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

    • @5MinutesBlender
      @5MinutesBlender  Pล™ed rokem

      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! ๐Ÿ’–