Johner,
Thanks! I tried it and was able to get a stacked array of spheres within a larger sphere container; although, some smaller spheres were put in between the bigger ones. I'll also try to make them squishy/elastic. I'm going to try the FEM objects and VDB to spheres methods Enivob and grayOlorin suggested, too in order to simulate the compression and rebounding movement of the spheres. Maybe, I can combine elements from all 3 methods.
Anyways, thank you!
Roger
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Technical Discussion » How to simulate spheres packed like oranges in a store?
- Roger Granet
- 8 posts
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Technical Discussion » How to simulate spheres packed like oranges in a store?
- Roger Granet
- 8 posts
- Offline
Enivob and grayOlorin,
Thanks for the ideas! I'll try them both and will get back to you. For the past 3-4 months, I've practiced at night using the Go Procedural video tutorials and SideEffects manuals, but I was still kind of stuck in trying to do what I wanted, so I appreciate your ideas!
Roger
Thanks for the ideas! I'll try them both and will get back to you. For the past 3-4 months, I've practiced at night using the Go Procedural video tutorials and SideEffects manuals, but I was still kind of stuck in trying to do what I wanted, so I appreciate your ideas!
Roger
Technical Discussion » How to simulate spheres packed like oranges in a store?
- Roger Granet
- 8 posts
- Offline
Hi. I'd like to have a central sphere (sphere 1) with 13 tangentially touching spheres covering its surface. All the spheres should be elastic/softbody/squishy. There won't be quite enough room for the 13th sphere so this will cause the 13 spheres to be compressed. I'd then like to simulate the motion of all the spheres caused by the rebound force against the compression. I'm just starting out, so I'm not even sure if I should just do a copy SOP on the central sphere and then I don't know how to get the copies covering the central sphere's surface instead of just extending out in a line away from the central sphere. Or, should I use particles somehow?
Does anyone have any ideas on how to do this? Thanks!
Does anyone have any ideas on how to do this? Thanks!
Technical Discussion » Particle problems in Blender; can Houdini help?
- Roger Granet
- 8 posts
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Enivob,
I actually updated my computer to 10.10 2-3 months ago, and it promptly stopped my internet from working. A guy at my gym had a similar problem with another application. The apple store people tried reloading it and then eventually just put back 10.6.8. I guess version 10.10 seems to work better in a newer computer.
I've been looking at Houdini's system requirements and trying to figure out if my computer has the right graphics card, etc. It takes some time to figure out what all the acronyms mean (GL3-compliant, etc.). I think it will work, but pretty soon I'm just going to give it a try and find out. I hope to use Houdini version 12.5 as you point out since they say it will work with my operating system.
Anyways, thank you again for your advice! I may be coming back to these forums as I start playing around more with Houdini!
Roger
I actually updated my computer to 10.10 2-3 months ago, and it promptly stopped my internet from working. A guy at my gym had a similar problem with another application. The apple store people tried reloading it and then eventually just put back 10.6.8. I guess version 10.10 seems to work better in a newer computer.
I've been looking at Houdini's system requirements and trying to figure out if my computer has the right graphics card, etc. It takes some time to figure out what all the acronyms mean (GL3-compliant, etc.). I think it will work, but pretty soon I'm just going to give it a try and find out. I hope to use Houdini version 12.5 as you point out since they say it will work with my operating system.
Anyways, thank you again for your advice! I may be coming back to these forums as I start playing around more with Houdini!
Roger
Technical Discussion » Particle problems in Blender; can Houdini help?
- Roger Granet
- 8 posts
- Offline
Enivob and Andreas,
I really appreciate your help! I posted a similar question on various Blender forums and no one ever bothered to answer; although after what you've told me, that might be because what I wanted couldn't be done in Blender. When I first started my project, someone recommended Houdini, but then others recommended Blender. I should have listened to the first guy!
I downloaded Houdini last night. I may need to upgrade my operating system because it looks like Houdini for a Mac needs OS X 10.10 or higher, and I have the 10.6.8 version. But, if I can control the particle positions so they don't overlap and make generations of child particles, it will be well worth it.
Anyways, thank you again! Happy holidays and new year!
Roger
I really appreciate your help! I posted a similar question on various Blender forums and no one ever bothered to answer; although after what you've told me, that might be because what I wanted couldn't be done in Blender. When I first started my project, someone recommended Houdini, but then others recommended Blender. I should have listened to the first guy!
I downloaded Houdini last night. I may need to upgrade my operating system because it looks like Houdini for a Mac needs OS X 10.10 or higher, and I have the 10.6.8 version. But, if I can control the particle positions so they don't overlap and make generations of child particles, it will be well worth it.
Anyways, thank you again! Happy holidays and new year!
Roger
Technical Discussion » Particle problems in Blender; can Houdini help?
- Roger Granet
- 8 posts
- Offline
Enivob,
Thank you! I was hesitant about trying to learn the free version because I spent a lot of time with Blender and only when I learned enough did I learn it couldn't do what I wanted. So, thanks! I'll download it and start learning!
Roger
Thank you! I was hesitant about trying to learn the free version because I spent a lot of time with Blender and only when I learned enough did I learn it couldn't do what I wanted. So, thanks! I'll download it and start learning!
Roger
Technical Discussion » Particle problems in Blender; can Houdini help?
- Roger Granet
- 8 posts
- Offline
Hi. I've been trying to model a physics-like system in Blender and have found out it has some limitations. Can anyone tell me if Houdini can do what I want?
1. In Blender, I created a “parent” sphere that emitted particles (“children”), where the particles were spheres of the same size as the parent. But, the particles all overlapped. Is it possible in Houdini to create particles that follow Newtonian physics but that don't overlap or where you can adjust their initial positions if they overlap?
2. Also, I'd like to be have the child particles emit non-overlapping grandchild particles of their own, have these grandchild particles emit particles, etc. In Blender, you can get the child particles to emit grandchild particles, but these grandchild particles seem to be created at the same time as the “child” particles. I'd like the grandchild particles to be created only at some point after the child particles are created. Is it possible to get generations of child particles and to set the time of emission of the particles as well as their locations (see above).
3. Also, does Houdini have a scripting ability to write small programs to control a simulation?
Thank you very much in advance for any advice! Right now, I'm stuck with Blender.
Roger
1. In Blender, I created a “parent” sphere that emitted particles (“children”), where the particles were spheres of the same size as the parent. But, the particles all overlapped. Is it possible in Houdini to create particles that follow Newtonian physics but that don't overlap or where you can adjust their initial positions if they overlap?
2. Also, I'd like to be have the child particles emit non-overlapping grandchild particles of their own, have these grandchild particles emit particles, etc. In Blender, you can get the child particles to emit grandchild particles, but these grandchild particles seem to be created at the same time as the “child” particles. I'd like the grandchild particles to be created only at some point after the child particles are created. Is it possible to get generations of child particles and to set the time of emission of the particles as well as their locations (see above).
3. Also, does Houdini have a scripting ability to write small programs to control a simulation?
Thank you very much in advance for any advice! Right now, I'm stuck with Blender.
Roger
Houdini Indie and Apprentice » Is this possible to model?
- Roger Granet
- 8 posts
- Offline
Hi. I have a hobby that has made me interested in modeling something. I'm not an artist or a physicist, and I've never used any modeling software before, so I wasn't even sure if what I'm thinking is possible to model, and if it is, how to approach it. I was wondering if you might be able to either provide some advice or point me to someone whom I could ask? My hobby is metaphysics and physics-related and I'd like to model a system with the following characteristics:
1. 3D, soft-body modeling of flexible spheres of equal diameters and in contact with one another. The spheres are just a surface with no internal content or subunits. The spheres should be flexible and can change shape, but should not be able to stretch or shrink to a larger or smaller, respectively, surface length than that of the circumference of the sphere.
2. There's an initial sphere (layer 0) whose surface is entirely covered by non-overlapping, tangentially touching (“kissing”) spheres of the same size. This is layer 1. From what I've read about sphere packing, there will be room for 12 spheres in layer 1 but not quite enough room on the surface of the layer 0 sphere to allow in a 13th sphere. But, in order to completely cover the surface of the layer 0 sphere, there will be a 13th sphere. Because of this, the 13th sphere and the immediately adjacent layer 1 spheres will be trying to occupy the same location. Because they're separate, flexible spheres trying to occupy overlapping positions, they will be compress each other and will meet the spheres with which they're “competing” at an interface.
3. Any of the outer surfaces of the layer 1 spheres that are not already covered by other spheres, will also be covered by non-overlapping, tangentially touching spheres of the same size (layer 2). Some of these layer 2 spheres will also be trying to occupy overlapping positions if there's not enough space to fit in an integral number of them. They will thus overlap and be compressed as in layer 1. This process of sphere creation next to surfaces not yet covered by other spheres will continue ad infinitum so that layers of spheres (0, 1, 2, etc.) are created sequentially (e.g. layer 0 sphere first, then the layer 1 spheres, then the layer 2 spheres, etc.).
4. The overlapping-in-position spheres are all trying to achieve their natural spherical shape and thus will exert pressure on each other. This is where the flexibility part comes in. As the overlapping entities push against each other, they will change shape (e.g. “bulge out”) and push into the adjacent spheres. In one version of the model, these adjacent spheres will therefore be pushed and move away from the bulging out spheres. As this happens, new spheres will be created next to the surfaces of the bulging out and moving spheres that are no longer in contact. In another version of the model, the adjacent spheres can't physically move away from the bulging out sphere but will just change shape/deform as they are bulged into.
Is it possible to make a 3D simulation of what happens when you start the above system running starting with sphere 0 and adding layers sequentially to see how the pressure waves and forces move through the bulging out spheres? Ideally, at the end, I'd like a map or some analysis showing the net flows of the pressure waves, where they are and in what directions they're moving.
People I know have recommended various software programs including Houdini, Blender, 3ds Max, etc.. I'm not sure what would be best? Also, starting from no knowledge, very roughly how long might it take me to become proficient enough to make the model I described?
I would be grateful for any advice you could provide. Thank you!
Sincerely,
Roger Granet
1. 3D, soft-body modeling of flexible spheres of equal diameters and in contact with one another. The spheres are just a surface with no internal content or subunits. The spheres should be flexible and can change shape, but should not be able to stretch or shrink to a larger or smaller, respectively, surface length than that of the circumference of the sphere.
2. There's an initial sphere (layer 0) whose surface is entirely covered by non-overlapping, tangentially touching (“kissing”) spheres of the same size. This is layer 1. From what I've read about sphere packing, there will be room for 12 spheres in layer 1 but not quite enough room on the surface of the layer 0 sphere to allow in a 13th sphere. But, in order to completely cover the surface of the layer 0 sphere, there will be a 13th sphere. Because of this, the 13th sphere and the immediately adjacent layer 1 spheres will be trying to occupy the same location. Because they're separate, flexible spheres trying to occupy overlapping positions, they will be compress each other and will meet the spheres with which they're “competing” at an interface.
3. Any of the outer surfaces of the layer 1 spheres that are not already covered by other spheres, will also be covered by non-overlapping, tangentially touching spheres of the same size (layer 2). Some of these layer 2 spheres will also be trying to occupy overlapping positions if there's not enough space to fit in an integral number of them. They will thus overlap and be compressed as in layer 1. This process of sphere creation next to surfaces not yet covered by other spheres will continue ad infinitum so that layers of spheres (0, 1, 2, etc.) are created sequentially (e.g. layer 0 sphere first, then the layer 1 spheres, then the layer 2 spheres, etc.).
4. The overlapping-in-position spheres are all trying to achieve their natural spherical shape and thus will exert pressure on each other. This is where the flexibility part comes in. As the overlapping entities push against each other, they will change shape (e.g. “bulge out”) and push into the adjacent spheres. In one version of the model, these adjacent spheres will therefore be pushed and move away from the bulging out spheres. As this happens, new spheres will be created next to the surfaces of the bulging out and moving spheres that are no longer in contact. In another version of the model, the adjacent spheres can't physically move away from the bulging out sphere but will just change shape/deform as they are bulged into.
Is it possible to make a 3D simulation of what happens when you start the above system running starting with sphere 0 and adding layers sequentially to see how the pressure waves and forces move through the bulging out spheres? Ideally, at the end, I'd like a map or some analysis showing the net flows of the pressure waves, where they are and in what directions they're moving.
People I know have recommended various software programs including Houdini, Blender, 3ds Max, etc.. I'm not sure what would be best? Also, starting from no knowledge, very roughly how long might it take me to become proficient enough to make the model I described?
I would be grateful for any advice you could provide. Thank you!
Sincerely,
Roger Granet
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