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The virtual fan has an origin and applies force radially from its center. This is similar to the Wind force, but moves particles in a cone shape rather than evenly in one direction.
This operator modifies the following attributes:
Turns this node on and off. The node is only active if this value is greater than 0. This is useful to control the effect of this node with an expression.
Note that this is activation of the node as a whole. You can’t use this parameter to deactivate the node for certain particles.
Size of the cone in which the fan has maximum intensity. For
90 would create a cone with 45-degree sides.
would create a narrow cone,
120 would create a wider
The number of degrees outside the cone defined by Angle
through which the intensity drops from maximum to zero. The
higher this number, the greater the falloff area. A value of
0 would make the intensity drop from maximum to 0 at the
How quickly the intensity falls from maximum to 0 in the delta area.
The maximum distance at which a particle will be affected by
the fan. Set this to
0 to affect all input particles.
Strength of the fan.
Scaling factor for the force applied to particles.
Show fan in guide
Graphically show fan parameters when this node is templated.
Scales the graphical representation of the fan parameters (when Show fan in guide is on and the node is templated). Use this to make the guides more visible when the values are very small.
Show acceleration in guide
Shows particle acceleration as part of the guide geometry when this node is templated.
The space in which to interpret the locations below.
The locations are in world space.
The locations are relative to the space of the cooking object.
The locations are relative to the object in the Reference object parameter below.
Object space to use, when Reference is "Referenced object".
Position of the fan.
Direction in which the fan is pointing.
The parameters on this tab add randomness to the fan’s force. This makes particles more or less affected at random, creating a less uniform effect.
Seed value for the random turbulence generator.
Number of iterations of fractal noise to add.
Scale of noise added with each iteration.
Noise attenuation exponent.
Spatial frequency of noise field in X, Y, and Z.
Maximum value of noise field.
Amount to shift noise along X, Y, and Z axes.
Method used to generate noise. Hermite Interpolation and Improved Hermite are fastest.
Uses splines to interpolate values in the noise field.
More computationally expensive, but produces noise fields free of artifacts present in the Hermite methods.
Uses a more linear interpolation than Hermite interpolation.
Provides a very different look than the other noise types.
Standard POP local variables
The seconds a particle in the template has been alive.
AX AY AZ
Acceleration of the particle.
BBX BBY BBZ
The point’s relative position in the bounding box.
Point is dead.
Processing iteration number.
A collision for this particle was detected (for example, by the Collision POP) during the processing of this timestep (that is, this iteration of the particle simulation). This variable is cleared at the beginning of each timestep. Note that the collision POP actually detects any collisions which would have occurred the during the previous frame.
Percent of total life used (from 0 to 1).
Expected lifetime of particle.
MAPU MAPV MAPW
Point or vertex texture coordinates.
Total number of points.
Total number of points in source group.
NX NY NZ
The point number of the currently processed point. The
PT is not constant like
ID; it changes based on the number of points.
RESTX RESTY RESTZ
The rest position.
The sliding state of the particle.
Elasticity of a point.
Point is stopped.
1 if particle is stuck to a collision object.
TX TY TZ
Surface UV values.
VX VY VZ
Point spline weight.
Distance from particle to last collision.
HCR HCG HCB
Diffuse color at the collision point on the surface the particle collided with.
ID for last collision. You can control how this attribute is set in the Collision or Limit POP to help distinguish types of collisions.
The time at which the last collision occurred.
The texture map UV coordinates for the surface location where the last collision occurred.
HNX HNY HNZ
The normal at the surface location where the last collision occurred.
HTX HTY HTZ
World space position of the last collision.
The UV coordinates for the surface location where the last collision occurred.
Number of times the particle has collided.
Added by Color POP
Point or vertex alpha value.
CR CG CB
Diffuse point or vertex color.
Added by Property POP
Charge of the particle.
Point is clinging to geometry.
Leader to follow.
SCALEX SCALEY SCALEZ
Added by Proximity POP
Either the point number or id of the particle nearest to this one.
The distance to the nearest particle.
The number of particles within a specified proximity to this particle.
Added by Rotation POP
ROTX ROTY ROTZ
Added by Source POP
ID number, which always remains constant.
Original Source point was birthed from.
Parent’s ID Number.
Added by Speed Limit POP
Added by Sprite POP
Sprite rotation around view axis (in degrees).
Texture coordinate of sprite’s lower-left corner.
Size of sprite in texture space.
Controlled by Suppress Rule POP
Suppress default position rule.
Suppress default velocity rule.
Suppress default up-vector rule.
Suppress default aging rule.
1 if particle is suppressing its default rotation rule.
1 if particle is suppressing its default angular velocity rule.
Added by Up Vector POP
PVX PVY PVZ
UPX UPY UPZ
Absolute speed of particle.