Proximity
particle node
Sets attributes on and/or creates groups of particles based on which other particles are nearby.
This operator sets attributes on the input particles that record which other particles are closest and how far away they are.
You can also use groups containing the particles nearby (within a certain distance of) each particle. The groups are created by taking the value of the Group name root parameter and appending the ID of the particle the group corresponds to.
This operator modifies the following attributes: nearest, nearestdist, and numproximity.
Note the option Use point numbers instead of IDs. Point numbers are reused, while a particles ID is unique within the simulation and is not re-used. You might want to double-check this if the numbers you are getting do not seem right.
Parameters
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Activation |
Turns this node on and off. The operator is only active if this value is greater than 0. This is useful to control the effect of this node with an expression. |
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Source Group |
Only affect a group of points (created with, for example, a Group POP or Collision POP) out of all the points in the input. |
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Add Nearest Neighbor Attribute |
Sets the |
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Add Nearest Distance Attribute |
Sets the |
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Add Number in Proximity Attribute |
Sets the |
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Create Proximity Particle Groups |
When this option is on, the operator creates new particle groups corresponding to each input particle, containing the particles closer than the Proximity Radius to that particle. |
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Create Groups For |
Only use a subset of the input particles (created with, for example, a Group POP or Collision POP) when filling the new groups of nearby particles. |
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Group Name Root |
The base name of the new groups created by this particle. The operators names the groups by appending the ID (or point number, if Use point numbers instead of IDs is on below) of the source particle to this base name. |
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Include Self in Proximity Groups |
Include the source particle in the proximity group. |
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Proximity Radius |
Distance within which other particles are grouped. |
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Use Point Numbers Instead of IDs |
Use the point number instead of IDs to indicate particles. IDs are unique to each individual particle, while point numbers refer to a position in the list of particles. In a particle system where particles are dying and points are being reused, this could mean the “nearest” particle could change as particles die (even if they're not within the Proximity Radius. |
Local variables
Standard POP local variables
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AGE |
The seconds a particle in the template has been alive. |
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AX AY AZ |
Acceleration of the particle. |
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BBX BBY BBZ |
The point’s relative position in the bounding box. |
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DEAD |
Point is dead. |
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ITER |
Processing iteration number. |
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JUSTHIT |
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. |
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LIFE |
Percent of total life used (from 0 to 1). |
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LIFESPAN |
Expected lifetime of particle. |
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MAPU MAPV MAPW |
Point or vertex texture coordinates. |
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NPT |
Total number of points. |
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NGRP |
Total number of points in source group. |
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NX NY NZ |
Normal vector. |
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PT |
The point number of the currently processed point. The |
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RESTX RESTY RESTZ |
The rest position. |
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SLIDING |
The sliding state of the particle. |
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SPRINGK |
Elasticity of a point. |
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STOPPED |
Point is stopped. |
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STUCK |
1 if particle is stuck to a collision object. |
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TENSION |
Spring tension. |
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TIMEINC |
Time increment. |
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TX TY TZ |
Point position. |
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U V |
Surface UV values. |
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VX VY VZ |
Velocity direction. |
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WEIGHT |
Point spline weight. |
Added by Collision POP/Limit POP
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DIST |
Distance from particle to last collision. |
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HCR HCG HCB |
Diffuse color at the collision point on the surface the particle collided with. |
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HITID |
ID for last collision. You can control how this attribute is set in the Collision or Limit POP to help distinguish types of collisions. |
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HITTIME |
The time at which the last collision occurred. |
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HMAPU HMAPV |
The texture map UV coordinates for the surface location where the last collision occurred. |
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HNX HNY HNZ |
The normal at the surface location where the last collision occurred. |
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HTX HTY HTZ |
World space position of the last collision. |
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HU HV |
The UV coordinates for the surface location where the last collision occurred. |
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NUMHIT |
Number of times the particle has collided. |
Added by Color POP
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CA |
Point or vertex alpha value. |
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CR CG CB |
Diffuse point or vertex color. |
Added by Property POP
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ATTRACT |
Attractor point. |
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CHARGE |
Charge of the particle. |
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CLING |
Point is clinging to geometry. |
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DRAG |
Point drag. |
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FOLLOW |
Leader to follow. |
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MASS |
Point mass. |
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PSCALE |
Particle Scale. |
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SCALEX SCALEY SCALEZ |
Non-uniform scale. |
Added by Proximity POP
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NEAREST |
Either the point number or id of the particle nearest to this one. |
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NEARESTDIST |
The distance to the nearest particle. |
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NUMPROXIMITY |
The number of particles within a specified proximity to this particle. |
Added by Rotation POP
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ROTA |
Rotation angle. |
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ROTX ROTY ROTZ |
Rotation axis. |
Added by Source POP
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GEN |
Generation. |
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ID |
ID number, which always remains constant. |
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ORIGIN |
Original Source point was birthed from. |
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PARENT |
Parent’s ID Number. |
Added by Speed Limit POP
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SPEEDMAX |
Maximum speed. |
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SPEEDMIN |
Minimum speed. |
Added by Sprite POP
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SROT |
Sprite rotation around view axis (in degrees). |
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STEXU STEXV |
Texture coordinate of sprite’s lower-left corner. |
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STEXW STEXH |
Size of sprite in texture space. |
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SX SY |
Sprite scale. |
Controlled by Suppress Rule POP
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SUPPPOS |
Suppress default position rule. |
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SUPPVEL |
Suppress default velocity rule. |
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SUPPUP |
Suppress default up-vector rule. |
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SUPPAGE |
Suppress default aging rule. |
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SUPPROT |
1 if particle is suppressing its default rotation rule. |
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SUPPANGVEL |
1 if particle is suppressing its default angular velocity rule. |
Added by Up Vector POP
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PVX PVY PVZ |
Previous velocity. |
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UPX UPY UPZ |
Up vector. |
Added by Location, Source, Softbody, Split POPs
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SPEED |
Absolute speed of particle. |
Usages in other examples
| Example name | Example for |
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