If you just want bouncing, you should play with the MaterialProperties and mass of both the ball and the plane.
So, if you don't want the ball to move the plane, but other things can move the plane, give the plane a MASS larger than the ball. Also, give the ball material properties that have 'bounciness'…….
It took me a while to understand what the heck the arguments of the MaterialProperties meant, and i still don't know for sure, but i have a pretty good grasp on using this library and i can make it do whatever i want…….
First, lets talk about MaterialProperties:
The constructor is MaterialProperties(float Bounciness, float StaticRoughness, float DynamicRoughness)
Too bad the actual constructor doesn't have helpful names for the aurguments, but that's what they mean (to my understanding).
So, for your plane, give it a mass of say 10000, and MaterialProperties(0, 2, 2) (which translates to: a HEAVY object, not bouncy at all, and some friction)
and for your ball, give it a mass of 50 and MaterialProperties(2, 1, 1) (which translates to: a lighter object, bouncy and smoother than the plane)
Now, if your plane can move, i don't know what can move it, or what is holding it up in space, but that's your thing.
So, when you talk about force, this is not the topic for it. Think about it, when a ball bounces in real life, it's not a matter of force (mind you, i am NOT a physics expert) that makes it come back up. It's the energy is already had, being translated back into it. So the BALL is responsible for what happens to the ball when it hits the plane….. so in code, it's the ball that you need to tell to be bouncy……… However, i could be wrong about all of this.
I did however, build a game with this library that runs awesome on XBOX and i make extensive use of this library.