Motivation
The solver currently handles shells, solids, and rods, but not granular media. Sand, gravel, and similar piling/pouring effects are common in animation and product visualization, and there is no way to produce them today. Adding a granular body type would let users simulate grains falling, rolling, and piling under gravity with frictional contact, while still interacting with the existing shell/solid/rod objects in the same scene.
Proposal
Add a sand body type: a collection of loose spherical grains (a faceless point cloud) that the solver advances under gravity with grain-grain, grain-wall, and grain-object frictional contact. Grains should roll, not just slide, so piles form at realistic angles of repose.
Suggested user-facing surface:
- A
SAND group / object type.
- A way to turn a closed mesh into a particle cloud (volume seeding), or to feed a point cloud directly.
- Tunable parameters: grain radius, particle mass, and friction.
- Grains collide with existing shells, solids, and rods in the same scene.
Alternatives Considered
- Approximating grains with many small solid/shell bodies. Impractical at grain counts and does not capture rolling/piling cleanly.
- Doing granular effects in a separate package and compositing. Loses the two-way contact with the cloth/solid objects already in the scene.
Additional Context
Requested as a granular capability to complement the existing shell/solid/rod support, with two-way coupling to those object types.
Contribution Agreement
Community Reference
No response
Motivation
The solver currently handles shells, solids, and rods, but not granular media. Sand, gravel, and similar piling/pouring effects are common in animation and product visualization, and there is no way to produce them today. Adding a granular body type would let users simulate grains falling, rolling, and piling under gravity with frictional contact, while still interacting with the existing shell/solid/rod objects in the same scene.
Proposal
Add a sand body type: a collection of loose spherical grains (a faceless point cloud) that the solver advances under gravity with grain-grain, grain-wall, and grain-object frictional contact. Grains should roll, not just slide, so piles form at realistic angles of repose.
Suggested user-facing surface:
SANDgroup / object type.Alternatives Considered
Additional Context
Requested as a granular capability to complement the existing shell/solid/rod support, with two-way coupling to those object types.
Contribution Agreement
Community Reference
No response