I’m looking for the most efficient way to simulate rigid body collisions in Rhino, mainly for architectural visualization purposes. I want to create natural-looking piles of stones or scattered objects, just for still renders .
Any suggestions on tools or workflows that work well?
I’m the developer of Kangaroo and I’d actually not recommend using its rigid body collisions for stacking or piling meshes. It’s okay for colliding largish numbers of things that can be treated as spheres or capsules, but its mesh-mesh collision capability is extremely underdeveloped. Honestly I think the easiest would be to do it in Blender and import.
Thanks Martin and Daniel for the inputs,
I did some research on the forum and stumbled upon a fellow user who shared a gh file with what I needed. For the moment (and for the number of meshes I need in my simulations) it works fine even though I see the immense potential in Blender sims system.
Unreal has a nice tool/plugin for this called “Object distribution tool” and blender has something similar but I think Unreal’s tool is easier to use.
RM