I'm facing an issue with potato physics in Blender as demonstrated in this video, and I hope someone can help me understand what's going wrong. The potatoes seem to bounce in an unrealistic manner when they come into contact with each other.

Potato mass: 1 kg Rigid body shape: Mesh Gravity setting: 0.7 (I reduced it to avoid aggressive falling, but even when set to 1, the potato still bounces) Bounciness: 0 Friction: 0 Rigid body world speed: 0.6

Any insights or suggestions on how I can make the interaction more realistic?

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    $\begingroup$ Hello, could you please share your file? blend-exchange.com $\endgroup$
    – moonboots
    Commented Aug 24, 2023 at 8:18
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    $\begingroup$ Without your file to test exactly what is happening there, I can only give the advice that having a friction of 0 is very unrealistic. Potatoes have rough surfaces, so I would rather set the friction to something high like 0.8 or 0.9, at least with my short test this looked better. And probably it is okay to use Convex Hull as Collision Shape, since the potatoes probably do not have much holes to be considered in the simulation, because Convex Hull will be calculated faster than Mesh. $\endgroup$ Commented Aug 24, 2023 at 8:24
  • $\begingroup$ maybe you wanna try a soft body simulation? which potatoes actually are - rigid bodies are stones, metal and these kind of things. $\endgroup$
    – Chris
    Commented Aug 24, 2023 at 9:10
  • $\begingroup$ @Chris On this small scale rigid body physics are good enough, if you do not want closeups in slow motion of the the small deformations a potato gets... at least if it's not months old an has a consistency of somewhere between soft rubber ball and potato mash :D Simulating this with soft bodies would be overkill, I guess. How much "wobbling" do you see on potatoes thrown in a bowl that would justify a soft body simulation? And with the incorrect settings they could bounce around just as much unnaturally as they are doing now with the rigid body simulation. $\endgroup$ Commented Aug 24, 2023 at 9:32


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