View Full Version : Particles Colliding with each other and container
xfon5168 03-13-2007, 07:48 AM I'm in the process of making a shot. Basically, it has a container of mints. Inside the container are little sphere mints. They want them to move with the box and collide with each other etc. I thought about this using cloth, but I wasn't getting very far. I tried Dynamics but that brought some problems too(granted I could have gone a little farther). I also tried, TP, but I couldn't really seem to get the particles to collide with each other in the same group, even when using the Repulse and Bounce, it just wasn't looking right. Do any of you have some experience with this kind of stuff, or have a scene file demonstrating some of these principles?
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If the mints are spherical TP should work fine. If not you have to revert to dynamics for this.
Make sure to set rotational mass to a low value to make the mints rotate correctly.
How many mints are we talking about? For high numbers Dynamics won't work correctly.
Cheers
Björn
xfon5168
03-13-2007, 08:56 AM
If the mints are spherical TP should work fine. If not you have to revert to dynamics for this.
Make sure to set rotational mass to a low value to make the mints rotate correctly.
How many mints are we talking about? For high numbers Dynamics won't work correctly.
Cheers
Björn
Yes Bjorn, these mints will be spherical. As for how many...20-25 mints will be inside of this case.
In this case check the TP Presets TP Particle Collision and TP Object Collision. Toghether they should do the trick.
Set the Particle Collision distance to the diameter of the mints (or slightly larger) to prevent visible intersections.
Cheers
Björn
AAAron
03-13-2007, 11:46 AM
Another way would be Phytools if you got that plug
Just an example using various presets http://www.bonkers.de/download/balls_in_box.c4d
Hope this helps
Björn
xfon5168
03-14-2007, 10:15 PM
Thanks Bjorn, that's helped quite a bit. I do have another question for you though, I have the container being animated, and so particles collide with it and follow it, but the problem is after the box stops, the particles don't move forward as they should due to inertia, do you have any ideas on how to make that work.
TP does not have a physicaly accurate dynamics engine. The main problem is that the speed build up due to colliding with the box and beeing moved by it is not recognized as particle speed.
Cheers
Björn
kromekat
03-15-2007, 01:54 PM
I have done this very thing previously with the Fizz plugin - filled a vessel with sweets having them bounce of each other, the container and stack up as they settled - worked perfectly, and with speherical objects you should have no problems.
Not sure if it still works with R10 though!?
Adam
urban-rebellion
03-16-2007, 02:54 AM
dpit 4 has simple particles, which have inbuilt collision detection with particles and polygon objects. of course dpit works with r10, and theres a demo... here (http://www.dpit2.de/download/dpit_39999_10.zip) (for r10 else visit the website). @kromekat yes fizz no longer works with r10 sadly, it was a fantastic plugin, and its passing will be mourned ;) anyway hope that helps you out xfon5168
cheers
The main problem is that the speed build up due to colliding with the box and beeing moved by it is not recognized as particle speed.
Alternatively forget what i said and set Velocity Inheritance in the PDeflector node to 1-5% :)
Cheers
Björn
rsquires
03-18-2007, 11:24 PM
Hi there
I did a little experiment with PhyTools which turned out to be a bit more difficult than I first imagined. However that was partly to do with the fact that a container is being used and PhyTools out of the box doesn't have any container type objects. So I had to make one from cubes. But it worked fine in the end
http://homepage.mac.com/rsquires/3d/mints_01.mov
The rendering of the container is a bit too refractive to be honest but it does give you an idea of interactions with a container and the objects themselves. The top of the container doesn't have any dynamics but could easily.
Phytools is still the easiest physics simulator I have used for C4D
regards
Richard
Tiziano
03-18-2007, 11:31 PM
Hi Richard,
That's a pretty good job with PhyTools!
Good show.
flingster
03-20-2007, 04:41 PM
Hi there
I did a little experiment with PhyTools which turned out to be a bit more difficult than I first imagined. However that was partly to do with the fact that a container is being used and PhyTools out of the box doesn't have any container type objects. So I had to make one from cubes. But it worked fine in the end
http://homepage.mac.com/rsquires/3d/mints_01.mov
The rendering of the container is a bit too refractive to be honest but it does give you an idea of interactions with a container and the objects themselves. The top of the container doesn't have any dynamics but could easily.
Phytools is still the easiest physics simulator I have used for C4D
regards
Richard
remo is doing a lot of work at the moment on making it easier to use and less complexification! and also improving all those little things that annoyed us in past sims results..results are getting better and easier to implement obviously its still being worked on and we seem to hit a new barrier every other day but things are really starting to look good...its been a big learning curve for us all. When i saw your post on c4dportal i was kinda surprised cos i also thought well thats a doddle to do but a few things a forgot about eg normal direction heh heh fortunately remo popped something up there..the scope in physics sims or dynamics is massive really as there is so much people might want to do and just when we think we are getting a handle on it we realise it can be improved or achieved quicker or more accurately or even easier another way...anyway keep getting the latest version and you'll always find something new or done better...pressure or particles or rigid body collisions and flex etc etc. anyway nice result richard, don't want to turn this into "oh oh you can do that in phytools" type thread just wanted to let you know we are trying to make things 1) easier to use 2) get better results for us. definitely a case of watch this space.
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