Rigid Body Collision Affector
Method #
This node simulates collisions between particles and a Rigid Body Systems.
Parameters
These properties control the core behaviours of the node.
Parameter Details
Collision Velocity Scale Scales the velocity of the particle after a collision so they can be made to slow down.
Point Collision Radius Radius around a particle in which it will calculate colliding.
Inputs
These properties control the core behaviours of the node.
| Parameter | Details |
|---|---|
| Collision Velocity Scale | Scales the velocity of the particle after a collision so they can be made to slow down. |
| Point Collision Radius | Radius around a particle in which it will calculate colliding. |
| Name | Description | Typical Input |
|---|---|---|
| Rigid Body Nodes | The rigid bodies to collide with. | Rigid Body |
| Collision Event Nodes | Particle events to be triggered when collisions occur. | Particle Event |
| Affected Emitters | Choose which particle emitters can be affected by the affector. | Primitive Emitter |
| Procedural Falloff | Use the distance field from a procedural system to vary how strong the affector is. | Procedural Root |
| Transform Modifiers | Apply the transforms of another node to this node. | Null |
| Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
| Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |