New Sticky colliders patch for particle systems

Hi all 🙂

The good news continue arriving 🙂 I added yesterday a stickiness factor to the particle collider objects that will allow more interesting effects as I will post soon in my site, like wet surfaces, etc.

Coding it as a property of the collider object instead of one of the particles will allow to set up scenes with different colliders that respond differently to the same particle system.

the patch is at: http://www.pasteall.org/10045/diff

Is very easy to commit as it will require few lines of code but the benefits are enormous, it works with all particle physics types and especially well with the upcomming Fluid particles. I will send it to Jahka for his expert review and commit

Hope you like 🙂 Farsthary


A normal fluid without stickiness


the same fluid this time with stickiness in the collider


The already commited new harmonic force with stickiness could made some cool fluid like behaviors too 🙂 !


A simple newtonian particle system with a sticky surface

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New Sticky colliders patch for particle systems

14 thoughts on “New Sticky colliders patch for particle systems

  1. Cole says:

    Your work is always very creative and inspired keep it up!

    One thought, it occurred to me that it might be more physically correct if there was also both a stickiness factor for the collision objects and the particles themselves, that way you could more intuitively simulate what happens when a sticky fluid comes into contact with surfaces that have their own stickiness value as well. In this way the amount of sticktion would be magnified by the combination of the surface’s stickiness and that of the particles’. It seemed like you had something like this with the harmonic force enabled, but I wasn’t sure if that worked the same way.

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  2. @Cole
    Well, I actually set the stickness as a property of the surface collider only, the fluid itself don’t have to carry out that information because it will only be usefull/used at surface contact.

    That model could create any set up that could be achieved having mode stickness parametters but in a simpler way I think

    Anyway, thanks for your comment 🙂

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  3. Sienio says:

    New vid’s are impressive! Behave like real fluids! 🙂 And it looks like it doesn’t need a domain at all. It’s really hard to make it mesh based simulation soon? maybe using metaballs? Or we have to use volume rendering of particles?
    Anyway great work! Good luck!
    And happy New Year 😀

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  4. Wonderful work on the fluid simulation animations! However, I don’t think it’s very accurate, or intuitive, to attach stickiness properties to only collision objects. I believe the collision object should have some properties like a friction coefficient and perhaps a roughness property, for example, but then the fluid should have it’s own stickiness property. Mercury and water pouring over the same collision object should simulate differently with regards to stickiness.

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  5. V.E.S says:

    WOUHOU! Farsthary, tu démontes! (yes, I am a french guy…) Those videos show us how giant you are. Fluids with stickness are very realistic and incredible. Thanks to you, Blender is a freesoftware which allow us endless possibilities, but you always go further. Keep your blog, I often read it!

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  6. Adam says:

    It is great to see development of Blenders particle system. Keep up the good work. Hopefully in the future we might see a node based particle system in Blender.

    Adam

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  7. My greatest appreciation to this community and to the owner and members of this blog. I really appreciate your unity, you cooperation, and your love to the subject of this blog.

    Like

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