According to your image you can use Rigid Body physics.
Add sphere as Particle in Physics properties add Rigid Body > type Active > Collision Shape Sphere
Add sphere as Emitter, enable Particles System > source Volume > Render as Object
Go to modifier properties and press Convert
Add sphere as Collider object, go to physics properties ...
The yellow dot is the origin of the object.
To move it, select your mesh in object mode and then:
right click or object menu up there--> set origin--> "geometry to origin" or
"origin to geometry" as you want to do
Your question is quite interesting. As while messing with it, i found a way to remove particle collision, so first of all thnx.
coming to your question, your self proposed answer should work by using an emmiter particle system and 2 cahrge force fields + a drag force field:
But judging from your quistion you just want a sphere filled with spheres and ...
There's an align tools addon in vanilla blender that has 3d cursor option. But it appears to be buggy.
I wrote an addon for that just now. So it probably has bugs. It has only one functionality for now: align view to 3d cursor.
link to addon
Important Note: It can be used in object and edit mode but it removes (unselects) previous selections. It's not hard ...
Your topology is a bit messy, to quickly fix it you can:
Only keep one portion:
Fix the topology, give it a Mirror modifier:
Create an empty at the current origin of the object:
Give your object an Array modifier, deactivate Relative Offset, activate Object Offset with the empty as Object, rotate the empty 37,72° (as you want 11 iterations), enable the ...
Use alpha and also change the setting of Blend Mode in that material:
The Blend option need to be set explicitly to make EEVEE know what material need to consider transparent problem. And only alpha blend will give an actual blend process for color.
Material Settings — Blender Manual
Transparent Materials Workflow from Cycles to EEVEE ...
In the blender preferences, under Keymap ((3D view > 3D view (global) in your case), you can find all the shortcuts.
For "Frame selected" its ctrl+, on numpad which I found inconvenient and so I changed it for something more suitable for me.
For the view you are looking for it is probably the key ; between Escape and Tab at the top left corner ...
The "real" cause of the issue, is the subdivision modifier:
As the subdivision levels does not match in viewport and render, the cloth cash is not valid when rendering.
Turn the *render subdivision levels" to 1 and that will be ok.
I completely agree. It would be more consistent for the 3D Cursor to behave more fully as an object, when aligning a view. (It would also be nice if, when using ShiftS > Cursor to Selected, that command respected the Cursor Tool > Orientation > Geometry setting.)
In the mean time, you can use an Empty in its place? Create, say, an Axis-Arrows Empty, ...
This seems like a question about the performance of your specific components, which the Blender Stack Exchange is not able to help with as much.
You can reduce the viewport sample number (the default is 16) to shorten the time that it take to render (as you mentioned you did). You can also reduce the render samples and/or resolution of the camera to speed up ...
The only disadvantage I see is that it will take longer (as you said) and your machine might run hotter due to the increased time taken rendering, which could after a while decrease the life of your battery, fan, GPU etc. The rate at which your cooling system(s) is running is a good indicator of how much the rendering may be slowing down and/or decreasing ...
There are many ways to fix this.
If you select an object in your project, you can do do View > Frame Selected to center your viewport on that object.
Alternatively, View > Frame All Will move your viewport to be centered looking at all the objects in your scene.
It looks like everything is working as correctly to me.
Your original viewport view isn't centered. It may look like that to you because the cube is near the center of your monitor, but it's actually down and to the right of the actual viewport itself.
To center your view on an object (or any number of selected objects), press "." on your numpad, ...
Just add more loopcuts to have enough verts and then connect a circle.
Add more loopcuts and make a hole in the mesh
Position the 3D cursor there (Mesh > Snap > Cursor to selected)
Add a circle with proper number of verts and connect it