Another, more resource intensive method, could be to create an individual soft body object for each particle you need and then group them together. Then set up a particle system and under the emitters render settings, set it to display a group of objects and then select the group of softbody objects you created. Then set the mode to “count” and use 1 of each object in the group in the simulation, to ensure all particles are indivdual objects and not instances
So if your particle system emmitted 300 particles, you would need to make 300 soft body objects :/… Wouldn’t take long though, using duplication, for 300 i would just set up 3 objects with slightly different softbody settings and then duplicate them.
Then just keep the group in a hidden layer (unless this effects the physics of the soft body, in which case just place them out of view of the camera in the layer the simulation is running on)
This would be intensive depending how many particles you needed, but if it isn’t thousands upon thousands, it should be alright?
I’ve not tested this method myself, but in theory it should work… i think