08-02-2023, 02:56 PM
Yes, they are completely different solvers, and will not work with each other (unless you use some workarounds)
- PhysX is Nvidia solver (often used in games), and can do a lot's of things. You can fracture objects (voronoi), and fragments will collide with each other.... you can bind particles, you can have set of rules to brake bindings, you can even create some simplified cloth (that will interact with other PhysX particle (there's an official sample scene of that)).
- Particle Physics solver (grain solver), can have inter-particle collision, but only spherical type of collision (voronoi fragments for example, won't work in a way to respect particle meshes, and if you apply Particle Physics to it, it will just create a spherical invisible collider inside each fragment).
Why you just wouldn't use PhysX for the grain simulations too, you ask?
Because Particle Physics is like 10 times faster.
And btw, never write Particle PhysX, because you can confuse people, so they don't know if you mean PhysX, or Particle Physics.
- PhysX is Nvidia solver (often used in games), and can do a lot's of things. You can fracture objects (voronoi), and fragments will collide with each other.... you can bind particles, you can have set of rules to brake bindings, you can even create some simplified cloth (that will interact with other PhysX particle (there's an official sample scene of that)).
- Particle Physics solver (grain solver), can have inter-particle collision, but only spherical type of collision (voronoi fragments for example, won't work in a way to respect particle meshes, and if you apply Particle Physics to it, it will just create a spherical invisible collider inside each fragment).
Why you just wouldn't use PhysX for the grain simulations too, you ask?
Because Particle Physics is like 10 times faster.
And btw, never write Particle PhysX, because you can confuse people, so they don't know if you mean PhysX, or Particle Physics.