01-31-2025, 04:23 PM
That shouldn't be hard.
First of all, don't use Particle Physics and PhysX in the same event. They are 2 different solvers.
If your particles are in sphere like shape, particle physics should be all you need, and you can use Physx if your particles are not spherical (or uneven.. like sticks)... Physx is slower btw.
In your case I would start similarly as you, just with using particle physics and collision operator.
Then I would make some mesh on top of the A object (simple cylinder should be fine in this case), covering the parts where you want some particles to be left.
I would then use "surface test" operator referencing that cylinder (volume inside option), and then would lead it to new event where I would just have object bind (referencing object A).
So now, in essence, every particles that falls inside cylinder volume will be stuck and proceed rotating, and they will be in the second event.
Now in the second event add another Surface test (referencing object B), and this time you can use distance option, and then lead that to third event, so you send every particle that is touching the object B in the third event.
Now in the third event, you can do whatever you want with them.
You can delete them... or they can proceed colliding with object A and B if you add collision operator (and fall, if you add force operator with gravity)
Hope my explanation is clear enough.
First of all, don't use Particle Physics and PhysX in the same event. They are 2 different solvers.
If your particles are in sphere like shape, particle physics should be all you need, and you can use Physx if your particles are not spherical (or uneven.. like sticks)... Physx is slower btw.
In your case I would start similarly as you, just with using particle physics and collision operator.
Then I would make some mesh on top of the A object (simple cylinder should be fine in this case), covering the parts where you want some particles to be left.
I would then use "surface test" operator referencing that cylinder (volume inside option), and then would lead it to new event where I would just have object bind (referencing object A).
So now, in essence, every particles that falls inside cylinder volume will be stuck and proceed rotating, and they will be in the second event.
Now in the second event add another Surface test (referencing object B), and this time you can use distance option, and then lead that to third event, so you send every particle that is touching the object B in the third event.
Now in the third event, you can do whatever you want with them.
You can delete them... or they can proceed colliding with object A and B if you add collision operator (and fall, if you add force operator with gravity)
Hope my explanation is clear enough.