

Механики XXI веку. №15 2016 г.
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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