Unify and Streamline Physics and Simulations
I have been doing some work with Blender dynamics, fluids, and particle systems lately.
What I can't understand is why soft body / rigid body / collision and effector settings are separated.
Couldn't dynamics be simplified so that an object is either a collider (that interacts with fluids and particles and has the soft and rigid body settings in it) or it is not?
Going back and forth for different settings for different objects is really tedious. Worse, it shows the disconnect between the different systems in Blender.
It would be far easier to select an object, identify it as a collider, adjust its rigidity or pliability, and then flag it as static or dynamic.
If an object is a collider, smoke, fire, fluids, and other objects collide with it. If it isn't, they don't.
Further, dynamics could have a simple tab called "Forces" and that includes all of the forces that affect collider objects and fluid simulations.
All Forces affect colliders, particles, and fluids. Get rid of "Rigid World" "Effectors", etc. They are unnecessary.
All the hopping back and forth between different systems that should be interrelated and contiguous just presents too many settings that have to be tweaked for those systems to at least appear as though they are working together.
I am working a few version behind, so if this streamlining has already taken place, fantastic! If not, I feel this implementation would make simulation development more rapid and intuitive.
Thanks!
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developer.blender.org/docs/features/nodes/proposals/unified_simulation_system/
There is a proposal from long ago that wasn't implemented. In their 2024 roadmap, they also said they are planning to start planning on revamping the physics system after they have finished working on Brush Assets, which is strange because I thought the team working on Nodes and Physics is a different one.