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Whether particles attract or repel each other is controlled by their
charge attribute. Particles with opposite (that is, positive and
negative) charges attract, and like charges repel.
When two particles interact, their charges are multiplied to scale the applied forces. By default, a positive force is a repulsive force.
If you are using Particle Intersects Effect, one particle may be within the effect radius of another, but not vice versa. If both particles do happen to be within the effect radius of each other, then one particle’s influence on the other is the same as the relative force applied back to it.
To help visualize the effect of this operator, turn on the node’s template flag to view the acceleration guides.
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.
The radius of the particle. The applied force will be constant in this region.
Use Particle Size/Instance Size
Radius of the particle is equal to a sphere big enough to enclose the instanced geometry object (multiplied by the absolute value of the Scale parameter below).
Use Supplied Radius
Use the value in the Radius parameter below.
When Particle Radius is Use Particle Size/Instance Size, this value lets you scale the computed radius.
When Particle radius is Use supplied radius, this is the value that is used.
The extent of the effect from the particle’s "surface" (that is, out beyond the radius specified above).
The applied force decreases slowly up close, quickly in the middle, and then slowly at the outside edge. (Mathematically, it is a half cosine.)
Use particle radius
The effect radius is the same as the particle’s radius set above. That is, the particle has no effect on other particles beyond its "surface".
Use particle scale/instance size
Radius of the effect is equal to a sphere big enough to enclose the instanced geometry object (multiplied by the absolute value of the Scale parameter below).
Use supplied radius
Use the value in the Radius parameter below.
When Effect radius is "Use particle size/instance size", this value lets you scale the computed radius.
When Effect radius is "Use supplied radius", this is the radius to use.
Controls what happens when the radii of two particles overlap.
The two particles do not interact.
The calculated force is applied in a random direction.
Controls how the effect radius works.
Particle Intersects Effect
The force is applied when a particle enters the effect radius of another particle.
Effect Intersects Effect
The force is applied when one particles effect radius overlaps another particle’s effect radius.
Controls how to use the
charge attributes of two
interacting particles to calculate the force.
Use both charges
Use the charges of both particles to scale the force.
Use the charge of affecting particle
Use the charge of the particle whose effect radius the other particle entered.
Use the charge of particle being affected
Use the charge of the particle that entered the effect radius of the other particle.
Exponent of the roll-off function. Smaller values increase the effect at any given distance with the radius.
Multipliers for each component of the force. This lets you make the force stronger or weaker in a certain direction.
Ignores any charge attributes on the input particles.
Replaces any charge attributes on the input particles with the value of the Charge parameter below.
Charge to use when Override charge is on.
Ignores any mass attributes on the input particles.
Replaces any mass attributes on the input particles with the value of the Mass parameter below.
Mass to use when Override mass is on.
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.