Here is some other stuff I have done in recent months.
Some very quickly modelled apples which were array'd, made real and rigid bodied.
The video is in two parts; part 1 has a small problem with the centers of the apple object and part 2 has that fixed.
It is very interesting. Blender has no concept of where an objects center of mass is, so uses it's Origin point for the rigid body calculations. My apples all have their Origin point at the center of the scene and so fall as if all the apples are falling as little marbles in one place. As soon as I set the Origin point to the center of the individual objects geometry the simulation acts as expected.
Then there was some fun with very basic building blocks that created spheres using the Hair emitter.
and then again but ensuring the emitter location was set to volume and the distribution to Grid
Then a bit more physics. I saw this Blendernation post about Keva blocks and it has sat in my favourites waiting for ages.
My take was to add motion blur, DoF and strong lights, producing a stark contrast.
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