[001] Fill object with objects in Blender [P1/2]
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it when answering how to fill an object with spheres or other objects, such as for porous material or packed volumes.
Recommended by 3 people across 3 different months, 2019 to 2023.
What it is
A Blender tutorial from Wiresoul Studio, part one of two, showing how to fill a mesh volume with many objects using a particle system and rigid body physics. It walks through emitting particles from a volume and settling them inside a container.
What people said
Recommends Galaxy · 2019-04 · Blender Stack Exchange · on “How can I create a soft, fluid filled pod that can rupture?”
I would say make a hollow softbody (I guess with the boolean), make it breakable ( how do I make an object bend or break if hit with sufficient force? [LINK] - see the bottom of the first answer), then add fluid inside ( [this video] ). I'm not that experienced with those, but I'll do some experimenting and get back to you if i get anything useful.
Recommends alex · 2019-07 · Blender Stack Exchange · on “Porous object, texture or geometry?”
Solved! I followed this tutorial [this video] , where the author is using a sphere as a volume container, and then sets up a particle system emitting from the volume. I haven't managed to run the physics simulation to avoid particle overlapping, but in my case should be good enough. [LINK]
Recommends Bashar Shami · 2022-10 · Blender Stack Exchange · on “How to create porous material”
[LINK] 1- Using a particle system and a sphere mesh as the object fill a box the more variety in sizes the better, the box will need to be larger than your final "block" 2- Convert the particle spheres to real geometry and join them together into one mesh. follow this tutorial: [this video] Then using modifiers , 3- Remesh using voxels. 4- Decimate to break up spherical obvious shape. 5- Boolean intersection the sphere mass with a box with a box with actual dimensions you want . 6- An other voxel remesh (finer resolution)to eliminate boolean artefacts. [LINK]
Cites user3821345 · 2020-01 · Blender Stack Exchange · on “Understanding rigid body physics”
I'm following this great tutorial [this video] to learn how to fill a mesh with a particle system but am having trouble replicating the simulation (at 6 min 50 sec if interested). I'm using Blender 2.8 To put it very simply, in my scene I have two meshes as follows [LINK] The larger mesh has Passive rigid body, displayed as wire, and with normals set to the inside The smaller mesh inside has Active rigid body, with sphere collision shape When I run the simulation, instead of the smaller mesh settling on the bottom of the larger mesh, it flys out into space ignoring its container completely. How can I get them to behave? [LINK] Here is a link to the file [LINK]
Cites Praneeth · 2020-06 · Blender Stack Exchange · on “Whenever I use the particle system to emit from volume, it just ends up emitting from the faces. Is this a bug?”
I've just started using Blender particle system and rigid body stuff. I've tried to emit particles from the volume of the mesh but they just sit on the surface of the mesh no matter what I try to do. I want all the particles to be inside the mesh from the beginning and not on the surface. Is this possible? I was following this tutorial - [this video] [LINK] The particle system with random distribution [LINK] Here is the system with jittered distribution Emit from Verts and faces yield similar results with some particles escaping the mesh in the first frame itself. Here is the blend file if I wasn't able to explain it properly: [LINK] Any help would be appreciated!
Cites S.M. · 2023-05 · Blender Stack Exchange · on “Creating and Exporting Porous structure (large number of spheres... and boolean operations)”
I am trying to model and simulate a porous media in a flow simulation software. While they have some simplified algorithms designed to simulate porous media they are not capable of running the transient study that I need. I have been scripting my way through this in the API of my CAD software to no avail, this software is just not made to handle large boolean operations (i.e. subtracting a large number of randomly sized spheres from a disc). So I am wondering if Blender could be more successful at handling large number of spheres? Before I venture into figuring out the right workflow, I'd like to ask: how many spheres can blender manage before being overloaded? I need 100,000. And of course