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)
Part 1: Using Mantaflow for Fire, Smoke, and Fluids
Part 2: Simulating Physics with Soft Bodies and Cloth
Part 3: Diving into Rigid Bodies
Part 4: Understanding Dynamic Paint in Blender


Creating soft body simulations can be super fun, and there are a lot of things you can do with it! Hopefully, by now, you have a good understanding of the soft body simulation so you can go out and create your own animations!

We have covered quite a bit in this chapter, so let’s do a quick recap once again! First, we discussed the obstacle course and how to get familiar with the objects. From there, we started working on the simulation by creating the soft body, and then we added collision to the objects. We learned about the Inner and Outer thickness zones for collisions and how to use them properly. After that, we started working on the Soft Body Goal, and we learned how to get the sphere to follow a curve using it. We also created a nice glass material in Eevee and learned how to set it all up. And finally, we talked about constraints and how to make the camera follow the sphere throughout the obstacle course.

Earlier in this chapter, we briefly discussed cloth...