09-05-2025, 04:04 AM
(This post was last modified: 09-05-2025, 04:08 AM by rjanders0003.)
(09-05-2025, 03:46 AM)tyFlow Wrote: Hard to guess from a screenshot but perhaps they're still bound to each other and forced into an unstable state due to pressure from other penetrations or whatever. You could try to use a PhysX Break operator and apply velocity magnitude filters, so that particles that are moving fast enough lose their bindings? A variety of solutions could be proposed, I suppose....
They are still bound to each other, but when you have 2800 particles. How could you locate the ones that have a penetrated hull and somehow easily de-bind only those that are intersecting and not the rest.
eg: my problem is trying to find the rogue pairs in amongst all the other bricks (particles)- is there an easier way to detect and debind auto (script or whatever) than painfully finding one at a time (lol - usually after 5 hours of render)
Rob