Nodes
Particle nodes
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
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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. |
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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 . |
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Bypass |
Pass the input straight through to the output without modifying it. When the bypass flag is on, the node has no effect. |
Usages in other examples
| Example name | Example for |
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Subtopics
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Explicitly sets a particle’s acceleration.
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Advects particles by a velocity field defined by three volumes.
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Sets the ages and/or expected lifespan of particles.
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Sets a particle’s angular velocity.
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Attracts or repels particles using a referenced Force SOP or Point SOP.
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Adds custom attributes to particles.
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Transfers point or vertex attributes from reference geometry onto particles.
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Inserts extra code in the particle system.
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Merges particle streams together so you can act on them collectively.
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Sets attributes on and/or groups particles when they collide with geometry.
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Changes a particle’s diffuse color and/or alpha.
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Causes particles to stick to geometry.
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Applies drag to the velocity of particles.
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Generates events based on rules.
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Applies force on particles like a cone-shaped fan.
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Imports particle streams from other networks.
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Creates a simple fireworks system.
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Makes particles follow a leader.
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Applies a global directional force, such as gravity.
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Creates and/or combines named groups of particles.
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Manually sets attributes associated with collisions.
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Renders instanced geometry on a particle.
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Make particles attract or repel other particles.
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Kills particles based on expressions.
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Creates collisions when particles reach a limit boundary.
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Manually sets attributes associated with the particle’s family tree.
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Emits particles at a location in space.
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Rotates particles so they point in a certain direction.
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Passes inputs through unaffected.
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Makes particles orbit a center-point.
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Explicitly sets a particle’s position.
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Manually set physical attributes.
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Sets attributes on and/or creates groups of particles based on which other particles are nearby.
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Controls how particles render.
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Calculates air or water resistance on instanced geometry.
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Rotates the particle frame of reference, allowing instanced geometry to point in a different direction from the particle motion.
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Kills particles if the surrounding region exceeds a certain density.
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Performs soft body deformations similar to the Spring SOP.
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Creates a boundary collisions like Limit, but with spongier bounces.
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Emits particles from geometry.
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Enforces minimum and maximum velocities.
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Splits (emits) particles from existing particles.
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Changes sprite rendering attributes like texture coordinates, SHOP, rotation, and size.
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Sets the state information of particles.
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Emit particles from areas where streams of particles mix.
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Encapsulates the functionality of a POP network inside a node.
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Turns off default rules controlling particle behavior.
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Switches between input streams.
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Rotates particles around another point.
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Moves the particle frame of reference, offsetting instanced geometry from the particle position.
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Changes the direction of particles without affecting speed.
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Manually sets a particle’s up vector.
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Executes VEX code to modify particles.
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Simulates a sprinkler.
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Explicitly sets a particle’s velocity.
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Emits a stream of evenly-spaced particles from geometry.
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Pushes particles up to a maximum speed.