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While you can’t create simulations anywhere near the complexity of a real particle network, you can easily create simulations that are very common and useful, such as snowfall or sparks, as well as very interesting deformations.
This node lets you:
Birth points from the points in the geometry connected to its first input and simulate them as if they were particles, OR move the points of the input geometry as if they were particles.
The first input must be connected for the node to work.
Add an external force (like gravity) in one direction, and a wind (pushes particles up to but not beyond a certain speed) in another direction.
Connect collision geometry to the second input to have the particles bounce off it.
Set particles to either bounce off of, or die at, a bounding box.
Particles have various attributes that regular geometry does not have, such as: velocity, life expectancy and age. These attributes are carried with each point in order to carry out the simulation.
Remove Unused Particles checkbox must be turned to remove particles if you set the Hit Behavior to Die on Contact.
Any geometry with points, e.g. polygon sphere, mesh. The points in this geometry become particles.
This input defines an object for the particles to collide with. When this happens, the particles can either die, stick or bounce, or spawn new particles. It is important to note that when the collision object is deforming, collision detection may fail, causing some particles to "leak through" the collision object.
The Force input accepts input from a Force op which uses a metaball shape as a force field allowing particles to be sent into vortices or accelerated along an axis. Refer to the Force SOP for further explanation.
The Particle op will use point normals as initial particle velocity if point normal attributes exist and there are no point velocity attributes in the incoming data. If you add velocity attributes to the points, the point normals are ignored.
Type of operation to perform.
How to reuse the points from the input geometry. The first two options behave differently only when modifying source geometry.
Time at which the simulation resets.
At start time, simulation has already been running this long.
Time increment to use for each step of the particle simulation. Decrease to get sub-frame cooking.
Jitters pixels of particles at birth.
Particles move more accurately.
Remove Unused points
Removes unused points from input geometry.
How the attractor points affect particles
All points affect each particle
Single point per particle
Only one point affects each particle
Force of gravity on particles.
Wind force acting on particles.
Amplitude of turbulence along axes.
Inverse variance of turbulence in space.
Seed for random turbulence generator.
Add Particle ID
Each particle receives a unique ID number.
Add Mass Attribute
Causes particle mass to be calculated.
Relative mass of each particle.
Add Drag Attribute
Causes drag coefficient to be calculated.
Drag of each particle.
Number of particles "born" each second.
How long each particle exists, in seconds.
Variance of the life expectancy in seconds.
+ Limit Plane, - Limit Plane
Particles die or bounce off limit planes on contact.
Whether particles die or bounce on limit planes.
Energy loss tangent to the collision.
Energy loss perpendicular to the collision.
Whether the particle splits upon collision or death.
Number of particles a particle splits into.
Base velocity for split particles.
Random amount added to split velocity.
How the particle is rendered.
How large particles are.
Length of particle when rendered.