11-25-2020, 01:16 PM
We have talk recently about that in Facebook group.
Basically, the mass is only the force that one particle have to the other particles. So if a particle with mass 10 hit's particle with mass 0,1, it will push it, and if the particle with mass 0,1 hit's particle with mass 10, it will bounce of it.
In the force operator, you can turn on that it calculates the mass, but I am not sure if it's working with PhysX.
If it calculate with PhysX, then I guess, it's better to turn of default PhysX gravity, and add force gravity, and turn to affect the mass.
Here I did some tests with different mass:
https://www.youtube.com/watch?v=f2Bn_Tn9JYQ
As for the other question, I have no clue, as I also just type in some random numbers.
But something along 35 to 100k works most of the time for the objects size of a walll (2mx2m), that was voronoi fragmented.
I guess it depends on bind distance, and many other factors as well.
Basically, the mass is only the force that one particle have to the other particles. So if a particle with mass 10 hit's particle with mass 0,1, it will push it, and if the particle with mass 0,1 hit's particle with mass 10, it will bounce of it.
In the force operator, you can turn on that it calculates the mass, but I am not sure if it's working with PhysX.
If it calculate with PhysX, then I guess, it's better to turn of default PhysX gravity, and add force gravity, and turn to affect the mass.
Here I did some tests with different mass:
https://www.youtube.com/watch?v=f2Bn_Tn9JYQ
As for the other question, I have no clue, as I also just type in some random numbers.

But something along 35 to 100k works most of the time for the objects size of a walll (2mx2m), that was voronoi fragmented.
I guess it depends on bind distance, and many other factors as well.