This node simulates collisions between particles and a 3D primitive. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D primitive, but animating.

Particle Events may be triggered when collisions occur. This allows effects such as particles changing colour, size or material on collision, or emitting new particles at the point of collision.


|_. Example Nodegraph |


Name Description
Collision Velocity Scale Scales the velocity of the particle after a collision so they can be made to slow down.
Particle Collision Radius Radius around a particle in which it will calculate colliding.
Primitive Type The shape in which the particles are affected.
  • Sphere, Particles spawn within a 3D sphere.
  • Box, Particles spawn within a 3D Cube.
  • Cylinder, Particles spawn within a Cylinder.
  • Plane, Particles spawn on a flat, 2D Plane.
Inverted Invert the object so areas inside the mesh are considered hollow and areas outside are filled.


Name Description Typical Node Input
Collision Event Nodes Particle events to be triggered when collisions occur. Particle Event
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. Nul
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


All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.