Method
This node is used to attract or repel particles from pixels in an image. This is typically used to make particles form into a given image. The image can be set directly using the Image attribute or connected from a video node via the Video Nodes input.
The image is pre-processed to determine which pixels should be used to attract or repel from by thresholding either the alpha value or luminance value.
Example |
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![Image Affector]() |
Example Nodegraph |
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Transform
Name |
Description |
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Position X |
Move its position along the x-axis in local space. |
Position Y |
Move its position along the y-axis in local space. |
Position Z |
Move its position along the z-axis in local space. |
Rotation Heading |
Rotate the object about the y-axis. |
Rotation Pitch |
Rotate the object about the x-axis. |
Rotation Bank |
Rotate the object about the z-axis. |
Scale X |
Scale along the x-axis. |
Scale Y |
Scale along the y-axis. |
Scale Z |
Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name |
Description |
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Image |
Override the input image with an image selected from the drop down menu. |
Flip Image |
How much the particle colours adapt to the image colours. |
Velocity Scale |
Scale the strength of the affectors velocity on the particles. |
Radius |
Alter the outer radius at which the affector is no longer effective. |
Inner Radius |
The radius up until which the affector is fully effective. |
Mode |
Choose how the image affector affects the particles.
- Repel, Particles move away from the node.
- Attract, Particles are moved toward the image affector, and generate an image by colliding with the image plane.
- Collision, Particles collide with image pixels.
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Image Search Mode |
Choose how the particles find a place in the image.
- Pixels, the particles spread to the positions of individual pixels in the image.
- Closest, all the particles move toward the closest pixel in the image.
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Life Effect Coeffs |
How much the particles are affected by the affector at different stages of the particles life cycle. Values 1 and 2 are control points used to control a bezier curve between values 0 and 3. |
Randomness |
How much randomness is added in the particles movement. |
Use Thickness |
Toggle whether to emit the particles on a 2d plane, or in three dimensions. |
Thickness |
Change the thickness of the three dimensional area the particles can spawn in. Only functions if "Use Thickness" is on. |
Pixel Cull/Thickness Mode |
Change how the depth of the particle generation is calculated and which pixels are used by the affector.
- Alpha Channel, higher alpha values will have greater depth.
- Luminescence, brighter parts of the image will have greater depth.
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Alpha Threshold |
Manage the threshold on where the particles will emit based on the alpha or luminance. |
Image Colour Adaption |
How much the particle colours adapt to the image colours. |
Avi FPS |
Change the frames per second the video is played at. |
Time Offset |
Offset the time the effect is running. |
Luminance Offset Scale |
Offsets the points on the image in the depth axis by their luminance. |
Blending
Name |
Description |
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Blend Mode |
Choose how the particle colours blend to the source colours |
Blend Weight |
Controls how much the result of the affector is blended with results from preceding affectors. |
Inputs
Name |
Description |
Typical Node Input |
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Video Nodes |
The image node |
Null |
Affected Emitters |
Choose which emitters can be affected by the affector. |
Primitive Emitter |
Procedural Falloff |
Use the SDF values from a procedural system to dictate the falloff. |
Procedural Root |
Transform Modifier |
Links all transform properties to the input node. |
Null |
Target Node |
Always faces the x-axis towards the inputs anchor point. |
Null |
Local Transform Override |
Override the transformation values of the node, relative to its parent. |
Null |
Outputs
All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.