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Learn Blender Simulations the Right Way

You're reading from   Learn Blender Simulations the Right Way Create attractive and realistic animations with Mantaflow, rigid and soft bodies, and Dynamic Paint

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781803234151
Length 368 pages
Edition 1st Edition
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Author (1):
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Stephen Pearson Stephen Pearson
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Stephen Pearson
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Using Mantaflow for Fire, Smoke, and Fluids
2. Chapter 1: An Introduction to Mantaflow FREE CHAPTER 3. Chapter 2: Understanding Domains, Flows, and Effectors 4. Chapter 3: Creating a Realistic Campfire Simulation 5. Chapter 4: Creating a Waterfall Using Mantaflow 6. Chapter 5: Creating a Realistic Explosion 7. Part 2: Simulating Physics with Soft Bodies and Cloth
8. Chapter 6: Getting Started with Soft Bodies 9. Chapter 7: Creating a Soft Body Obstacle Course 10. Chapter 8: Introduction to Cloth Simulations 11. Chapter 9: Creating a Realistic Flag 12. Part 3: Diving into Rigid Bodies
13. Chapter 10: An Introduction to Rigid Bodies 14. Chapter 11: Creating a Rigid Body Physics Course 15. Part 4: Understanding Dynamic Paint in Blender
16. Chapter 12: Introduction to Dynamic Paint 17. Chapter 13: Creating a Paintbrush Effect 18. Chapter 14: Creating a Raindrop Effect 19. Index 20. Other Books You May Enjoy

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...

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