I am not able to understand what kinda approach would be more accurate to recreate the reference video above [particle system or fluid simulation]. From what i understand a particle simulation should cut the mustard, but the movement is too fluid-like(?). Also the particles seem to interact with the shape underneath, how do we achieve that?
In summation :
What is the best method to get the sand flowing effect [seen in the video] such that it looks chaotic and turbulent as seen?
How to incorporate rigid body simulations with the particle / fluid system, such that the particles/ fluid flow around it as seen in the video?