Book Image

Learn Blender Simulations the Right Way

By : Stephen Pearson
2 (2)
Book Image

Learn Blender Simulations the Right Way

2 (2)
By: Stephen Pearson

Overview of this book

Blender is a free, open source 3D software that allows you to create stunning visual graphics, animation, VFX, and much more! This book is an in-depth guide to creating realistic and eye-catching simulations, understanding the various settings and options around their creation, and learning how to troubleshoot solutions to your own Blender problems. In addition, this book can also be used to simulate the behavior of certain physics effects, such as fire, fluid, soft bodies, and rigid bodies. You’ll learn how to use Mantaflow, an open source framework within Blender software, to create fire, smoke, and fluid simulations. As you progress, you’ll understand how to easily produce satisfying rigid and soft body simulations, along with cloth simulations. Finally, you’ll use Dynamic Paint, Blender’s modifier, and the physics system to create eye-catching animations. By the end of this Blender book, you’ll have created a number of animations on your own, such as a campfire, waterfalls, and explosions. You’ll also have gained a deeper understanding of all the simulation options in Blender, which you can use to create portfolio-ready animations.
Table of Contents (21 chapters)
1
Part 1: Using Mantaflow for Fire, Smoke, and Fluids
7
Part 2: Simulating Physics with Soft Bodies and Cloth
12
Part 3: Diving into Rigid Bodies
15
Part 4: Understanding Dynamic Paint in Blender

Interacting multiple soft bodies

For some simulations, you may want multiple soft bodies to interact with each other. If you add multiple objects and try to simulate them just using soft body simulation, they will just pass right through each other. The reason for this is that you need to make sure each soft body also has a Collision modifier applied to it—that way, they will collide. It’s also important to make sure the Collision modifier is below the Softbody modifier in the modifier stack, as depicted in the following screenshot:

Figure 6.33 – Modifier stack example

Figure 6.33 – Modifier stack example

If you try to simulate with the Collision modifier above the Softbody modifier, the collision will be at the original position at the start of the simulation, rather than where the soft body object is. You can move modifiers up and down by dragging the dots on the right side of the modifier.

If done correctly, you should see your soft bodies colliding and interacting...