How to Turn Simulated Particles into Real Objects

Hello again, physics folks!

I currently have a particle simulation and a set of test cubes created in a scene, and I’m trying to see what is affected more by particles - cloth body or soft body. But the thing is, I can’t get my particles to affect them. They don’t leave dents or hit them in any way.

What sort of settings do I need to be making to have particle balls leave dents on a physics body? Do I just run the simulation, bake it, and turn them into meshes? Will they maintain their randomness that way? Is that something that’s possible? How can I make this so that I can make changes to the particles as they fall so it will fit what I need? I’ve found plenty of tutorials online on explaining how to create different sims with particles, but none of them explain actually hitting and damaging objects. Is this even possible, or am I at a lost cause?

So I applied collision to my two boxes - the particles are now bouncing and hitting the surfaces. But, I can’t for the life of me figure out how to make these particles leave dents into the objects. Making the instance real in the modifiers panel only turns the particles into objects with no animation or physics on them. Should I just give up on this and make actual objects fall from the sky? I was hoping there’s a way to do this with a particle system.

Uhhhh i’m not good at particles but do you mean something like rigid body simulation on particles ?? … I think it’s the other way round using the Particle Instance Modifier ?! I mean the object has a rigid body sytem and this object is instanced by the particles…

But i never tried myself :sweat_smile:

I’ll look into this, I’ve never heard of that! Thanks for the info. I’ll try to keep this thread updated in case this doesn’t do what I’m looking for. :slight_smile:

EDIT: or in case it DOES do what I want, should have added that.

Hmm seems to be not so easy to find something where a particle system is used to spawn objects which “do someting” on other objects… Most of the time it’s one object “making something” to other objects (rigid body) and particles are added for details (debris and dust most of the time because something get detroyed… )…
Maybe you can elaborate this a bit more because originaly you wrote:

Take a look at this…

and this…

I’m trying to make hail dents show up on an object, hence using particles that are round in nature. I’m unsure which would show up better on, a cloth body or soft body modifier, and I want to know if it’s possible to use those particles to create the dents. It’s why I was asking how to make particles physical items while still maintaining the erraticness of their particle system. I will need to learn about what you told me about earlier, the particle instance modifier, I don’t know anything about that.

If none of this is possible, I’m going to have to literally drop tiny balls from the sky to fall onto my objects and I was just hoping to circumvent that tediousness with particles :smiley:

this stuff is great, but I don’t think it’s doing what I want. I’m not trying to destroy objects in those ways, I just want to create small dents.

you could setup your ground as a dynamic paint canvas and the particles as paint,

Then feed that map into a displace modifier.

Hope that helps.

The physics simulation can’t cause dents on your objects. You will need to fake it. You can use softbody or some other means to emulate such physical interactions, depending on what you need.

That’s what I was trying to find out - if it were possible to turn the particles into real objects so that when they hit the soft body, they leave dents.

They can’t cause literal effects on other objects. The regular mesh objects can’t do that either. You need to emulate the behavior. You have some options to achieve those effects in Blender. The best is to check out how to crack or fracture objects tutorials, those should give you the initial idea for what you are looking for.

Short answer: no, it’s not possible. As kkar said, you can’t do this with particles or normal objects. You might be able to figure something out using geometry nodes + geometry proximity, but that won’t work for generated objects, and you can’t loop over your hail objects (yet), so, for all intents and purposes, no, this isn’t possible.

You could dent the object manually, set the dents as shape keys, and then animate the influence of those keys to match the particles. That’s probably the best option

Yeah – the tuts are mostly extra particles after some boink to make more wush:smiley_cat: … now outdated there was a script to convert particles into “real” objects…

hmm not directly what i meant… ParticleSystemToAnimatedObjects…

and i always thought this objects then could interact… then for example some destruction sim…

So no solution to convert particles into objects yet but this at least this maybe could be used to make interactive dents on some geomtry… ?

(not finished looking at it yet :sweat_smile: )

Dynamic vertex paint from particles through geonodes for displacement.
dynamic paint displacement.zip (1.1 MB)

I understand. For the purpose of my project, it’s not an animation or anything that requires trickery for beauty. I was just trying to find a way to simulate hail hitting an object and damaging it. I will have to go another route I suppose, I’m now just trying to drop a ball on something to see if it’ll get my effect, and then maybe drop several. This project has been a pain in my backside :laughing: previous attempts at hail damage included using textures to make windows look broken, and actually sculpting hail dents into the geometry.

I was earlier able to create a car wreck using a combination of cloth body and rigid body (following a tuturial) to ram it into a side railing and create giant dents that way, and I was hoping to apply the same logic to objects above the car to smash into it and create small dents (and maybe use a lazy technique to use particles to help speed the process up by it creating the particles, and then somehow baking them into real objects? and then having those animated items hit the cloth body with collision or something?) but if the technology isn’t there yet, then I’ll do it manually with just regular physics.

This looks promising- @shifuyaku, will this work for you?

I saw that and liked it (although it’s something I’ve never done, either, so I will have to learn that), I will test it out. Ultimately, it’s all up to what my project partner agrees to :slight_smile: so if they like it, then great!

Name change request:
AlphaChannel → MasterOfTheGeoNoodles
:stuck_out_tongue_winking_eye:

Wow, now that I’ve opened your file, that looks amazing. I don’t know anything about geometry displacement nodes, so I’ll have to break this down to understand it. I really appreciate you showing me this. This could be exactly what I need…