This setup launches a burning rock like a catapult.
Force by attribute
This setup divides particles randomly into 3 groups. These groups are then affected by different forces to divide them into 3 piles.
This setup uses the stick and stickmap features in STORMs colliders.
This setup uses a collider to unstick particles from another spinning collider to give the impression of a piece of wood beeing cut on a lathe.
This setup relinks granular particle-constraints to get a clumping effect.
Collide particles by id
This setup splits particles by particle-id and let only one stream collide with geometry.
This setup adds thick foam to an SPH Sim using the Granular system.
This setup uses a granular system to simulate molten iron. In a second step smoke is added based on the heat of the liquid. Note: First cache the particle cache and then run the smoke sim.
This setup projects an image on a granular particle cache at a specific frame.
Animation of a source during particle emission will transfer the velocities to the particles.