This operator has two methods for emitting particles. You can use these methods together or separately:
Impulse creates a certain number of particles for each input particle each time the node cooks.
Constant creates a certain number of particles per input particle per second.
Number of particles to emit each time the node cooks.
Const. Birth Rate
Number of particles to emit per second.
The specified attribute can be used to control whether a point is replicated or not. This attribute should be a float value to represent the probability of replicating the source point.
The seed used to generate random particle clouds.
Just Born Group
Name of a group to put the new points into. The particles will only be in this group the same substep that they were created.
How long the particle will live (in seconds).
When used as input to the Whitewater Solver, the Life Expectancy will typically be overwritten for each different particle type as specified in the solver.
Particles will live the number of seconds in Life expectancy, plus or minus this number of seconds. Use 0 for no variance.
The shape of the generated point cloud before transformation to each input point.
The distance along the velocity vector to replicate the particles, ranging from 0 at the beginning of the velocity vector to 1 at the end.
A scale applied to the input point speed before stretching the particle clouds along the velocity vector.
A uniform factor applied to the replicated point cloud scale, in addition to any scaling attributes on the input points.
Add noise to the replicated point cloud in local space. The noise
will respect the input point’s
rest attribute if present.
Specifies the noise type.
The scale of the noise. Decreasing frequency increases feature size.
Allows the noise field to be effectively moved through space.
The amplitude of the noise.
The amplitude reduction of higher frequency noise contributions.
Raises the noise to the given exponent.
The number of noise generations to use.
The parameters on this tab let you control which and how attributes are initialized on the emitted particles.
How to set the initial velocity of the emitted particles.
Use inherited velocity
Use the inherited velocity attribute as the initial velocity of the particles.
Add to inherited velocity
Add the inherited velocity attribute to the values from the Velocity and Variance parameters below.
Set initial velocity
Set the initial value of the velocity attribute using the Velocity and Variance parameters below.
When Initial velocity is Use inherited velocity or Add
to inherited velocity, this is the proportion of the inherited velocity
to use. Use
1 for the full inherited value,
0.5 to half the
inherited value, and so on.
The proportion of the velocity in the radial direction to inherit.
Set or add to velocity attribute.
Variance to velocity set above. The node will add +/- from 0 to this number along each axis to the Velocity parameter.