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Particle nodes

Particle nodes create and control particles and particle systems.

To begin working with particle nodes:

  1. 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

Explicitly sets a particle’s acceleration.
Sets the ages and/or expected lifespan of particles.
Sets a particle’s angular velocity.
Attracts or repels particles using a referenced Force SOP or Point SOP.
Adds custom attributes to particles.
Transfers point or vertex attributes from reference geometry onto particles.
Inserts extra code in the particle system.
Merges particle streams together so you can act on them collectively.
Sets attributes on and/or groups particles when they collide with geometry.
Changes a particle’s diffuse color and/or alpha.
Causes particles to stick to geometry.
Applies drag to the velocity of particles.
Generates events based on rules.
Applies force on particles like a cone-shaped fan.
Imports particle streams from other networks.
Creates a simple fireworks system.
Makes particles follow a leader.
Applies a global directional force, such as gravity.
Creates and/or combines named groups of particles.
Manually sets attributes associated with collisions.
Renders instanced geometry on a particle.
Make particles attract or repel other particles.
Kills particles based on expressions.
Creates collisions when particles reach a limit boundary.
Manually sets attributes associated with the particle’s family tree.
Emits particles at a location in space.
Rotates particles so they point in a certain direction.
Passes inputs through unaffected.
Makes particles orbit a center-point.
Explicitly sets a particle’s position.
Manually set physical attributes.
Sets attributes on and/or creates groups of particles based on which other particles are nearby.
Controls how particles render.
Calculates air or water resistance on instanced geometry.
Rotates the particle frame of reference, allowing instanced geometry to point in a different direction from the particle motion.
Kills particles if the surrounding region exceeds a certain density.
Performs soft body deformations similar to the Spring sop.
Creates a boundary collisions like Limit, but with spongier bounces.
Emits particles from geometry.
Enforces minimum and maximum velocities.
Splits (emits) particles from existing particles.
Changes sprite rendering attributes like texture coordinates, SHOP, rotation, and size.
Sets the state information of particles.
Emit particles from areas where streams of particles mix.
Encapsulates the functionality of a POP network inside a node.
Turns off default rules controlling particle behavior.
Switches between input streams.
Rotates particles around another point.
Moves the particle frame of reference, offsetting instanced geometry from the particle position.
Changes the direction of particles without affecting speed.
Manually sets a particle’s up vector.
Executes VEX code to modify particles.
Simulates a sprinkler.
Explicitly sets a particle’s velocity.
Emits a stream of evenly-spaced particles from geometry.
Pushes particles up to a maximum speed.