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This operator lets you import particle primitives from other networks and merge them into the current stream.
The object to transform the imported streams relative to.
If you leave the field blank, no transformation is done and objects are imported in their own space.
If you specify "." (or the object which contains this operator), all merged primitives will be properly transformed into this object’s space. Using "." aligns the fetched copy of the particle stream to its original in world space.
If you specify a POP node, the object which owns that node will be used.
Align Events in World Space
Events such as births and collisions of fetched copies will occur in the same world locations as for the original stream. However, the directional attributes such as velocity will not automatically be aligned (to achieve that, set Transform Object to ".").
Number of POPs
Set this to the number of particle primitives you want to import. The parameter editor will show this number of fields for you to specify POP nodes to import.
Enable Fetch #
Turn this off to disable import of a POP node/network.
The path of a POP node or POP network to merge. If you specify a POP network is specified, the node with the cook flag set will be imported. A blank path is ignored.
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.