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I've been working on a project, using Blender, but unfortunately I am stuck on one part:enter image description hereenter image description here Is there any way to achieve this using blender? What basically I want is that sprinkles come quickly, the ones that touch the cake cube stick to it, and the rest fly into the background. I'm confused about what to use for this, and also, are particle simulations possible in geometry nodes?

Edit: This is the reference video I want it like on the cube from 0:16 to 0:19 https://www.youtube.com/watch?v=iVjOD7fRRxs

Thanks in advance.

Yousuf Chaudhry
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  • i think a lot of people could answer your question, if it would be clear what you want. I would recommend that you improve your question so that it is crystal clear what you mean and what effect you want. A link to a video with that effect would help a lot. – Chris May 10 '22 at 09:34
  • e.g. what is not clear: should one or several sticks touch the cube? what do you mean by come quickly ? from random positions, from left, right...!? and what do you mean by fly into the background? to minus y? or away from the camera? we can/want only help if we know what you want, because else we invest time for a solution and your answer will be: no, that's not what i meant. And nobody wants to waste time... – Chris May 10 '22 at 09:36
  • @Chris would it be okay if I attached the video? – Yousuf Chaudhry May 10 '22 at 12:34
  • Of course!! Just do it – Chris May 10 '22 at 12:36
  • @Chris I've attached it. – Yousuf Chaudhry May 10 '22 at 12:37
  • Move your particles in a direction, add a raycast with the same direction, stop movement on hit position. – quellenform May 10 '22 at 12:59
  • @quellenform Can you post an answer explained in detail if it's not inconvenient? Since I'm a little inexperienced in particles/physics/geometry/ nodes only. – Yousuf Chaudhry May 10 '22 at 14:49
  • I was thinking just animate it in reverse - take the finished particle system and separate it out, throw them off of the donut, offset keyframes by a random amount and then render the image sequence in reverse. – Allen Simpson May 10 '22 at 16:36
  • You can add more particles which miss or bounce off – Allen Simpson May 10 '22 at 16:38
  • @AllenSimpson can you explain it in detail in an answer, since I'm really not understanding how to do this (since its a cube I need you can demonstrate it on the default cube if you can) – Yousuf Chaudhry May 10 '22 at 16:41
  • @quellenform Okay thanks – Yousuf Chaudhry May 10 '22 at 17:44
  • @AllenSimpson I'm just curious. What is the advantage of the reversed animation compared to just killing emitter particles on hit? In the video, half of the sprinkles fly by and don't stick to the donut anyway. – Blunder May 10 '22 at 18:04
  • @Blunder Only that you could guarantee the end state of your object, may or may not be desired – Allen Simpson May 10 '22 at 18:53

2 Answers2

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Here just a short sketch of what I would use (geometry nodes only):

enter image description here

Essentially, I'm doing something here that Geometry Nodes probably weren't designed for, but it's still fun.

  • First, I create a simple mesh on which I distribute points.
  • Then I move these points in a certain direction. To make them start with a time delay, I used the technique described in more detail here: How to Randomly Delay Animation for Geometry Node Instances?
  • At the same time I use the node Raycast with the same direction as Ray Direction. So that I can stop the rotation of the particles later at a certain angle, I pass a randomly generated value here as Attribute.
  • Next, I create a random vector here that serves as my rotation axis.
  • As soon as the particles hit the cube I stop the rotation and the movement.

enter image description here

quellenform
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5

Probably the most simple solution is using default particles:

For donut, enable Collision and Kill particles in collusion settings:

enter image description here

In particles enable display dead:

This will kill particles on collision and stop its motion

enter image description here

Crantisz
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