How to convert PhysX to Particles? Or How to fracture particles?
#1
Question 
Hello,

for sure a basic question, I'm in the topic of comparison of PhysX and particles again:

My aim is to use particles for a simple break collision because they are much faster.

- Was there a way, to break particle objects? (voronoi seems only to work with physX)

- How can I convert physX shapes to particles? (I thought to convert them short to physX to break them and back to particles then)

I hope I did not misunderstand too much Wink
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#2
I'm sorry but I don't really understand your questions. PhysX shapes...as in the underlying hulls? And the Voronoi Fracture operator works on all particles...not just PhysX-enabled ones.
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#3
@Alex
Voronoi itself makes many particles out of one particle.
PhysX, and Particle physics only apply dynamic engine on how these particles will be simulated.
So if you want Particle Physics on fragments, just place that operator bellow voronoi, and you'll have it.

Although, it's not very suitable for fragments, because it have spherical type of collisions, so fragments edges will not be affected (you can never cover fragment with spherical collisions perfectly).
So, that's why PhysX is suitable for this.. because it can collide particle convex shapes.
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#4
(10-29-2021, 08:42 AM)d4rk3lf Wrote: @Alex
...
Although, it's not very suitable for fragments, because it have spherical type of collisions, so fragments edges will not be affected (you can never cover fragment with spherical collisions perfectly).
So, that's why PhysX is suitable for this.. because it can collide particle convex shapes.

Thanks, I think this could be what you have mentioned, although I'm not sure if I understand it right.
Attached my test screenshots and scene:

I wanted to have particle shapes to be fractured.It only worked with PhysX.

Can you see, what I'm doing wrong?
       


Attached Files
.max   Particles vs. PhysX test.max (Size: 864 KB / Downloads: 227)
.max   Particles vs. PhysX test max2019.max (Size: 884 KB / Downloads: 217)
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#5
I am still at antient 3DS Max 2018, so I can't look at the file... Smile 

As I said, PhysX (or Particle Physics) don't have anything with the fracturing. They don't fracture object. They just solve the dynamic sim (each with it's own method).
Fracture operator fractures it.

If I understand your screenshot, you want Particle Physics to collide, and then in next event to be fractured?  
You should enable "draw collision shapes", in Particle Physics operator, so you can see how large or small collisions shapes are, so you can adjust them.

Take a look at the attachment.
Is that what you want?
You will see I enabled "draw collision shapes" in both event, so you can see how big the are (they are smaller when object is fragmented) 

I sort of did it, but I repeat, for this type of simulation (on fragments), PhysX is way better, and much more precise.
Particle Physics is good for sand simulations (little spheres).


Attached Files
.max   Particle_Physics_voronoi.max (Size: 704 KB / Downloads: 237)
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#6
Thanks! Smile
needed another particle physx operator in the second event to let the voronoi work

   
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