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Механики XXI веку. №15 2016 г.

206

Description of physical environment in Blender Programme. Physics in Blender is the Bullet Physics

Library engine (Fig.2). A line of physics engine with real classical mechanics is seen as a rhetorical question,

since the only engine function is intended to calculates the probability of a collision mesh.

But as for particle systems they are much more interesting. In my opinion, to calculate particle

physics is used Bullet Physics Library engine. However, the particles are not mesh objects (mesh is a visual

representation of the physics and does not affect) and physics, respectively, is calculated by another method.

A particle in the program is a kind of point (coordinate) in three-dimensional space and has a radius similar

to ion radius or electron cloud. This radius is used for miscalculation of the interaction collide and not the

particles (it means the inter-particles separate software installing is needed and makes the particles’ centers

to collide) i.e., the external points borders/radiuses (Figure 3).

Fig. 2. Logo of Bullet Physics Library

Fig. 3. Particle system in Blender

The program functionality allows to set the particles speed, collide them, simulate the particle-to-

particle adhesion. We, again, face to unreal physics. At the quantum level interatomic bilateral bonds are

formed due to the charge dependence Fig.4. In the programme the particles have no charge at all, there is the

function to set amount of particles adhered to it. An interesting phenomenon is observed here: if they specify

the amount equal to one, then, theoretically, they would get something similar bilateral bonds, and the

problem would be solved, the particles would be adhered in pairs, such as O

2

, or the particle lattices would

be formed. But the fact is that the programme sets unilateral bond between the particles, gradual particle-to-

particle adhesion process tending to infinity. Thus they deal with unset simulation again.

Fig. 4. Dipole

The next "stop" phase is the physics scale. Let’s suppose, that we have successfully created a proper

addon in Blender programme to calculate the correct interatomic bonds, thus, the next step is to indicate the

size of atoms. We operate with nanometers equal 10-9. The minimum object, that can be created in Blender

programme, must be of 0.1 mm, i.e. million times more than atom. Therefore, it is necessary to increase the

size of atom, at least up to a millimeter. Consequently, all of the physical constants and variables,

incorporated in the engine, must also be changed proportionally. For example, the gravity in the program is -

9.81m / s2, that is why the particles of some centimeters size jump as the balls. In our opinion there is some

probability to get results if the gravity parameters may be changed in proportion to the atom size.

And finally, the resistance of media should be mentioned. We know, from physics, that at quantum

level the absolute empty space, does not exist there, and everything in the universe is a kind of matter, and

therefore, the atoms are exposed to the resistance of air, any other gases, and even bosons. In the simulated