Emitted ridged particles to interact with soft bodies?
#1
I searched and found tons of video tutorials emitting simple soft bodies and a static collider.

I tried two Tyflows and made particles tymesher to add as cloth collider but that almost started an electrical fire in my workstation and didn’t seem to work at all with very simple test geometry. 

I’m basically  trying to emit rigid particles that will fill a space and push past or squeeze past a semi-rigid soft body.

I just don’t know how to get the rigid  PhysX particles being emitted to interact with a second event with the objects turned into a particle with a cloth solver.

I know it’s very basic stuff, very minor clue is all I need.

Thanks!
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#2
There's nothing inherently wrong with using tyMesher to create collision geometry for cloth...unless your particle geometry has 10 million faces or something.

Perhaps post some more info about your setup...
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#3
So then I think it may just be too many particles to mesh at full res, I don’t have enough time or knowledge in general to trust that I’m ever doing the optimal or correct thing, lots to f just trial and error so I thought it was mostly bad flow setup on my part, which I guess holds true if I’m throwing too many particles naively and impracticaly.

So no specific setup in mind , the first test I tried was a flat rectangular box that fills with spheres and another rectangular piece of geometry on top that (like a mattress on top of a box spring) would be the soft body, the ideas was to have the ridged spheres fill the container then push and squeeze their way out of the container almost like a mattress might react if only 1/4 of the box spring beneath it had an opening and spheres started to fill and pour out from under one end of the mattress.

It’s weird but I thought if I can figure out that simple setup it would make a bunch of similar setups possible with soft bodies, lids to containers, or beanbag chair, varied and weird stuff. .

I think it just may be too many spheres to mesh. Tyflow performs so well it’s easy to forget the mind bending amount of number crunching it is doing.

Besides meshing is there any other method for the cloth solver / cloth collisi to treat instanced particles as collision objects?

Thank you for the reply!
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