I am just wondering if Blender particles can do self collision? Mainly in object or group visualization. Say I have a cube as my particle. I don’t want any of the deployed cube particles to intersect with one another.
I don’t think there is a solution because the way the particle system detects intersection, currently, is via a spherical field. So if your objects are spheres it will work. All other objects will encounter some kind interpenetration.
If particles had an option for self-collision that would take forever to bake, if they had we’d probably be trying to work around it to shorten bake times anyway
Try using Boids, I think that they had an option to make them repel each other(probably the best choice for your Cube example), or , though I don’t know what exactly you’re trying to do, try to mix rigid body physics and particles.
Edit: For the Boids , I think that “Air Personal Space” is what you need.
If particles had an option for self-collision that would take forever to bake
This blanket statement is not true. A lot of times in physics simulations you are only dealing with a handful of meshes. Even a number as high as 300-400 particles could be reasonable on most computers. Why is it acceptable for the fluid simulation to sit there for 10 hours, but the particle system can not?
The funny thing is, the code already exists in Blender, in the game engine. The physics system in the Game Engine can already do true convex mesh detection. I guess it is not possible for the particle system to call the already written game engine code.