Operating System:
Windows
Linux Kit Version:
110 (Kit App Template)
109 (Kit App Template)
108 (Kit App Template)
107 (Kit App Template)
106 (Kit App Template)
105 (Launcher) Kit Template:
USD Composer
USD Explorer
USD Viewer
Custom GPU Hardware:
A series (Blackwell)
A series (ADA)
A series
50 series
40 series
30 series GPU Driver:
Latest
Recommended (573.xx)
Other Work Flow: Main Issue: Reproduction Steps:
**Error Code:**
Hi,
We are running USD Composer 109.0.4 (Kit SDK 109.0.4) on a headless Linux server
for cloud streaming (NVCF-style deployment with WebRTC).
We need the Action Graph → Particle tab nodes (omni.particle.system.core)
for particle simulation, but this extension does not appear in Kit 109.
After investigation, we found that:
omni.particle.system.core exists only in the Kit 105 legacy registry
(CloudFront: d4i3qtqj3r0z5.cloudfront.net), version 105.1.7
The documentation references omni.particle.system.core2
( ParticleSystem — Omniverse Extensions )
but this extension is not available in any public registry (105, 106, 107, or 109)
Questions:
Was omni.particle.system.core intentionally removed in Kit 106+?
Is there a replacement?
Is omni.particle.system.core2 published anywhere, or is it still internal/unreleased?
What is the recommended way to get particle simulation nodes
(Action Graph Particle tab) in Kit 109?
Currently, we had to fall back to Kit 105 just for particle support,
but this means losing Kit 109 features (livestream v9, improved WebRTC, etc.).**
**
Hi there and thanks for posting. Unfortunately, it seems you have jumped all the way from a really really old version of kit, 105, all the way to 109, and you are seeing that some of the extensions have been replaced or removed. The Particle System was one of those extensions. It was not based on physically accurate physics and was more of a vfx style workflow, so we moved away from it.
Thank you for the clarification — that’s very helpful to know the old particle system was intentionally removed.
To answer your question about our use case:
We are building a real-time 3D visualization where objects need to disintegrate with a sparking/burning effect — think of a mesh dissolving while emitting sparks and glowing fragments, similar to a “thanos snap” or a
welding/cutting disintegration effect.
Specifically, what we need is:
Spark emission from the surface of an object as it breaks apart
Gradual mesh dissolution — the object visually disappears over time
The sparks should interact with or follow the geometry of the dissolving surface
We were previously achieving this with the old omni.particle.system.core VFX-style nodes in the Action Graph.
Could you point us in the right direction for replicating this kind of effect using PhysX particles in Kit 109? Specifically:
Can PhysX particles be used for visual effects like sparks and embers (not just fluid/granular simulation)?
Is there a way to combine PhysX particles with a material-based dissolve effect on the mesh?
Are there any sample scenes or tutorials for this type of destruction/disintegration workflow?
We are running this on a headless Linux server with cloud streaming (WebRTC), so any solution needs to work without a local display.
It sounds like this use case is for a vfx / movie style project. Is that correct? We have really moved towards true Physical AI workflows and that is why we depreciated it. I can see if I can find some resources on the new system. The other approach is use an external particle system and export the effect out with an alembic file and use that.
Thanks for the follow-up — just to clarify, this is not a VFX or movie-style project.
We are building a real-time industrial digital twin for manufacturing environments. The specific scenarios we need to visualize include:
Laser cutting — sparks and molten metal particles ejecting from the cut path
Arc welding — spatter, spark showers, and heat-affected zone visualization
Plasma cutting — high-temperature particle streams along the kerf
Grinding and deburring — abrasive spark emission from contact surfaces
These are real-world industrial processes running on factory floors, and our customers (manufacturing companies) expect to see physically plausible particle effects in their digital twin dashboards — not for artistic purposes, but for operator training, safety zone
validation, and process monitoring.
The old VFX-style particle system actually worked well for this because industrial sparks and spatter are inherently visual phenomena — we don’t need full fluid dynamics accuracy, we need fast, visually convincing particle emission tied to geometry that runs in real time
on a headless cloud server.
So our concern is:
PhysX particles seem designed for granular/fluid simulation (sand, water, cloth), which is overkill for spark visualization and may be too heavy for real-time streaming
The Alembic export approach doesn’t work for us — our scenes are dynamic and interactive, not pre-rendered. Operators can change cut paths, welding parameters, etc. in real time
We need something that runs headless on Linux with WebRTC streaming at interactive frame rates
Given that this is an industrial use case — which aligns with NVIDIA’s own Omniverse positioning for digital twins and manufacturing — is there a recommended lightweight particle emission solution in Kit 109 that doesn’t require full PhysX overhead? Or is there any plan
to bring back a simpler emitter-style particle system for these kinds of real-time industrial visualizations?