Resistance
particle node
Calculates air or water resistance on instanced geometry.
This operator simulates the effect of wind or water resistance on the geometry instanced on particles . The resistance may push or rotate the instanced object.
The resistance is calculated on instanced geometry. If no geometry is instanced, this operator will not alter the particle.
The orientation of the geometry with respect to its direction of travel will often determine how much resistance is applied.
The instanced geometry should not be very complicated. Complex geometry will result in slower cook times with only marginally better results. Use a simplified representation of the real render geometry.
This operator modifies the acceleration and torque attributes of a particle.
Parameters
Resistance
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Resistance |
The resistive factor of the medium against linear movement. Higher values produce more viscous (resistant) media. |
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Rotational |
The resistive factor or the medium against rotational motion. Higher values produce more viscous (resistant) media. This value is normally the same as the Resistance parameter. You can increase this value if you find your particle is either too tipsy, or decrease this value if the particle is too rigid. |
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Model |
Uses either Viscous or Newtonian model for evaluating resistance. |
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Modify |
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Ray Count |
This operator works by casting out a certain number of rays and seeing if they hit geometry. Geometry is only affected by the resistance if it gets hit by a ray. The higher the density of rays, the more accurate the simulation. For geometry with fine details (like holes or thin spines), use more rays (300 or more) to make sure the geometry is hit. |
Turbulence
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Wind Current |
A vector describing the wind direction. The direction of the vector controls the direction of the wind, and the length of the vector controls the intensity of the wind. For example, a value of (0, 1, 0) would create wind traveling straight down. A value of (0, 2, 0) would represent wind traveling in the same direction but twice as strong. |
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Add Wind Noise |
You can add noise to the wind, and have it change the wind direction, wind force, or both.
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Seed |
Seed value for the random turbulence generator. |
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Turbulence |
Number of iterations of fractal noise to add. |
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Roughness |
Scale of noise added with each iteration. |
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Exponent |
Noise attenuation exponent. |
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Frequency |
Spatial frequency of noise field in X, Y, and Z. |
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Amplitude |
Maximum value of noise field. |
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Offset |
Amount to shift noise along X, Y, and Z axes. |
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Noise Type |
Method used to generate noise. Hermite Interpolation and Improved Hermite are fastest.
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Geometry
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Object Type |
Set this option to “Solid” if your object is closed (no holes or openings), otherwise set it to “Hollow”.
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Divisions |
The resistance POP needs to determine the volume distribution of the geometry for moment of inertia calculations. The volume is determined by dividing the space the geometry occupies into voxels. This parameter controls how many voxels per axis the operator uses. The three values of this parameter are multiplied together. Do not use values higher than 50. |
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Object Scale |
Scales the geometry up or down during resistance calculations. Larger objects are more affected by resistance than smaller ones (with the same mass). |
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Override Mass |
Replaces any mass attributes on the input particles with the value of the Mass parameter below. |
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Mass |
Mass to use when Override mass is on. |
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Override Center Of Mass |
Normally, an object’s center of mass is at its origin (0,0,0). Use this parameter to manually set the center of mass for the instanced object. |
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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