Notch Notch Manual 0.9.23
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Primitive Collision Affector

Primitive Collision Affector

Allows fields to collide with primitive shapes.

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Method #

This node allows fields to collide with the surface of primitive 3D shapes. The field will flow around or bounce off the shape’s surface and be prevented from entering it.

The outputs from this node are just its transforms, useful for having multiple nodes follow the same motions without controlling each of their transforms individually.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

ParameterDetails
Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Shape TypeSelect a shape to model a collision with the field against.
  • Circle : Collide the field with a flat circle.
  • Sphere : Collide the field with a 3D sphere.
  • Ring : Collide the field with a 2D ring.
  • Torus : Collide the field with a 3D torus.
  • Box : Collide the field with a 3D box.
  • Plane : Collide the field with a 2D plane.
Collision Velocity.How much the field ink bounces off the colliding surface.
Radius InnerInner surface radius of the selected shape. Only functions in Ring and Torus modes.
Radius OuterOuter radius of the selected shape.
Invert ShapeInvert the collision area, usually flipping the collisions from outside the mesh to inside the mesh.

Inputs

NameDescriptionTypical Input
Transform ModifierApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null