SPH Density Test
particle node
Kills particles if the surrounding region exceeds a certain density.
See also: Particle Fluid Emitter, Gas SPH Density
This object uses the mass, density and restdensity point attributes of its inputs. For each point in the source group, the POP computes the density of the particle field in the surrounding region (that is, the field not including the source group). If the density exceeds a certain threshold dependent on the particle’s rest density, then the particle is killed.
Currently, this operator is used to control the output of the Particle Fluid Emitter DOP.
Parameters
SPH Density Test
|
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. |
|
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. |
|
Group |
Killed particles are inserted in to the group specified here. |
|
Density Threshold Multiplier |
This parameter controls the density at which particles will be killed. For example, if the Density Threshold Multiplier is set to 2.0, then particles will be killed if the density of the field surrounding them exceeds 2.0 times the rest density of the particles. |
|
Override Rest Density |
When this is enabled, the Rest Density parameter, rather than the restdensity point attribute, is used to determine the rest density of each particle. |
|
Rest Density |
When Override Rest Density is enabled, this parameter is used as the rest density of the particle field. |
Inputs
|
Input 1 |
The particles to test. |
Local variables
Standard POP local variables
|
AGE |
The seconds a particle in the template has been alive. |
|
AX AY AZ |
Acceleration of the particle. |
|
BBX BBY BBZ |
The point’s relative position in the bounding box. |
|
DEAD |
Point is dead. |
|
ITER |
Processing iteration number. |
|
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. |
|
LIFE |
Percent of total life used (from 0 to 1). |
|
LIFESPAN |
Expected lifetime of particle. |
|
MAPU MAPV MAPW |
Point or vertex texture coordinates. |
|
NPT |
Total number of points. |
|
NGRP |
Total number of points in source group. |
|
NX NY NZ |
Normal vector. |
|
PT |
The point number of the currently processed point. The |
|
RESTX RESTY RESTZ |
The rest position. |
|
SLIDING |
The sliding state of the particle. |
|
SPRINGK |
Elasticity of a point. |
|
STOPPED |
Point is stopped. |
|
STUCK |
1 if particle is stuck to a collision object. |
|
TENSION |
Spring tension. |
|
TIMEINC |
Time increment. |
|
TX TY TZ |
Point position. |
|
U V |
Surface UV values. |
|
VX VY VZ |
Velocity direction. |
|
WEIGHT |
Point spline weight. |
Added by Collision POP/Limit POP
|
DIST |
Distance from particle to last collision. |
|
HCR HCG HCB |
Diffuse color at the collision point on the surface the particle collided with. |
|
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. |
|
HITTIME |
The time at which the last collision occurred. |
|
HMAPU HMAPV |
The texture map UV coordinates for the surface location where the last collision occurred. |
|
HNX HNY HNZ |
The normal at the surface location where the last collision occurred. |
|
HTX HTY HTZ |
World space position of the last collision. |
|
HU HV |
The UV coordinates for the surface location where the last collision occurred. |
|
NUMHIT |
Number of times the particle has collided. |
Added by Color POP
|
CA |
Point or vertex alpha value. |
|
CR CG CB |
Diffuse point or vertex color. |
Added by Property POP
|
ATTRACT |
Attractor point. |
|
CHARGE |
Charge of the particle. |
|
CLING |
Point is clinging to geometry. |
|
DRAG |
Point drag. |
|
FOLLOW |
Leader to follow. |
|
MASS |
Point mass. |
|
PSCALE |
Particle Scale. |
|
SCALEX SCALEY SCALEZ |
Non-uniform scale. |
Added by Proximity POP
|
NEAREST |
Either the point number or id of the particle nearest to this one. |
|
NEARESTDIST |
The distance to the nearest particle. |
|
NUMPROXIMITY |
The number of particles within a specified proximity to this particle. |
Added by Rotation POP
|
ROTA |
Rotation angle. |
|
ROTX ROTY ROTZ |
Rotation axis. |
Added by Source POP
|
GEN |
Generation. |
|
ID |
ID number, which always remains constant. |
|
ORIGIN |
Original Source point was birthed from. |
|
PARENT |
Parent’s ID Number. |
Added by Speed Limit POP
|
SPEEDMAX |
Maximum speed. |
|
SPEEDMIN |
Minimum speed. |
Added by Sprite POP
|
SROT |
Sprite rotation around view axis (in degrees). |
|
STEXU STEXV |
Texture coordinate of sprite’s lower-left corner. |
|
STEXW STEXH |
Size of sprite in texture space. |
|
SX SY |
Sprite scale. |
Controlled by Suppress Rule POP
|
SUPPPOS |
Suppress default position rule. |
|
SUPPVEL |
Suppress default velocity rule. |
|
SUPPUP |
Suppress default up-vector rule. |
|
SUPPAGE |
Suppress default aging rule. |
|
SUPPROT |
1 if particle is suppressing its default rotation rule. |
|
SUPPANGVEL |
1 if particle is suppressing its default angular velocity rule. |
Added by Up Vector POP
|
PVX PVY PVZ |
Previous velocity. |
|
UPX UPY UPZ |
Up vector. |
Added by Location, Source, Softbody, Split POPs
|
SPEED |
Absolute speed of particle. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| DrainExample |
Particle Fluid Sink dynamics node |
|
| VolumeSource |
Particle Fluid Emitter dynamics node |
|
| DrainExample |
Particle Fluid Emitter dynamics node |
|
| PressureExample |
Particle Fluid Object dynamics node |
|
| PressureExample |
Particle Fluid Solver dynamics node |