Particle nodes create and control particles and particle systems.
To begin working with particle nodes:
In the shelf, click New Particle System on the Particles tab.
Particle node flags
| Cook | At the top-level of the POP network, controls which POP is cooked. All required ancestors of the cooked POP are also cooked. In subnets , controls which POP is the output of the subnet. Violet means on. |
| Template | Show guide geometry specific to the node. For example, turning on the template flag for a force node shows the direction of the force being applied to the particles. See visualize node effects with template geometry . |
| Bypass | Pass the input straight through to the output without modifying it. When the bypass flag is on, the node has no effect. |
Nodes
| Acceleration | Explicitly sets a particle’s acceleration. | |
| Advect by Volumes | Advects particles by a velocity field defined by three volumes. | |
| Age | Sets the ages and/or expected lifespan of particles. | |
| Angular Velocity | Sets a particle’s angular velocity. | |
| Attractor | Attracts or repels particles using a referenced Force SOP or Point SOP. | |
| Attribute | Adds custom attributes to particles. | |
| Attribute Transfer | Transfers point or vertex attributes from reference geometry onto particles. | |
| Code | Inserts extra code in the particle system. | |
| Collect | Merges particle streams together so you can act on them collectively. | |
| Collision | Sets attributes on and/or groups particles when they collide with geometry. | |
| Color | Changes a particle’s diffuse color and/or alpha. | |
| Creep | Causes particles to stick to geometry. | |
| Curl Noise | Applies a divergent free noise field to particles.. | |
| Drag | Applies drag to the velocity of particles. | |
| Event | Generates events based on rules. | |
| Fan | Applies force on particles like a cone-shaped fan. | |
| Fetch | Imports particle streams from other networks. | |
| Fireworks | Creates a simple fireworks system. | |
| Follow | Makes particles follow a leader. | |
| Force | Applies a global directional force, such as gravity. | |
| Group | Creates and/or combines named groups of particles. | |
| Hit Info | Manually sets attributes associated with collisions. | |
| Instance | Renders instanced geometry on a particle. | |
| Interact | Make particles attract or repel other particles. | |
| Kill | Kills particles based on expressions. | |
| Limit | Creates collisions when particles reach a limit boundary. | |
| Lineage | Manually sets attributes associated with the particle’s family tree. | |
| Location | Emits particles at a location in space. | |
| Lookat | Rotates particles so they point in a certain direction. | |
| Null | Passes inputs through unaffected. | |
| Orbit | Makes particles orbit a center-point. | |
| Position | Explicitly sets a particle’s position. | |
| Property | Manually set physical attributes. | |
| Proximity | Sets attributes on and/or creates groups of particles based on which other particles are nearby. | |
| Render | Controls how particles render. | |
| Resistance | Calculates air or water resistance on instanced geometry. | |
| Rotation | Rotates the particle frame of reference, allowing instanced geometry to point in a different direction from the particle motion. | |
| SPH Density Test | Kills particles if the surrounding region exceeds a certain density. | |
| Soft Body | Performs soft body deformations similar to the Spring SOP. | |
| Soft Limit | Creates a boundary collisions like Limit, but with spongier bounces. | |
| Source | Emits particles from geometry. | |
| Speed Limit | Enforces minimum and maximum velocities. | |
| Split | Splits (emits) particles from existing particles. | |
| Sprite | Changes sprite rendering attributes like texture coordinates, SHOP, rotation, and size. | |
| State | Sets the state information of particles. | |
| Stream | Emit particles from areas where streams of particles mix. | |
| Subnetwork | Encapsulates the functionality of a POP network inside a node. | |
| Suppress Rule | Turns off default rules controlling particle behavior. | |
| Switch | Switches between input streams. | |
| Torque | Rotates particles around another point. | |
| Translation | Moves the particle frame of reference, offsetting instanced geometry from the particle position. | |
| Turn | Changes the direction of particles without affecting speed. | |
| Up Vector | Manually sets a particle’s up vector. | |
| VEX | Executes VEX code to modify particles. | |
| VEX Sprinkler | Simulates a sprinkler. | |
| VOP POP | Contains a VOP network that can manipulate particle attributes. | |
| Velocity | Explicitly sets a particle’s velocity. | |
| Velocity Stream | Emits a stream of evenly-spaced particles from geometry. | |
| Wind | Pushes particles up to a maximum speed. |