Depth Image Collision AffectorAllows particles to collide with depth camera data.
This node simulates collisions between particles and a Kinect depth.
All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.
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.
|Position X||Move along the local x-axis.|
|Position Y||Move along the local y-axis.|
|Position Z||Move along the local z-axis.|
|Rotation Heading||Rotate around the local y-axis.|
|Rotation Pitch||Rotate around the local x-axis.|
|Rotation Bank||Rotate around the local z-axis.|
|Scale X||Scale along the local x-axis.|
|Scale Y||Scale along the local y-axis.|
|Scale Z||Scale along the local z-axis.|
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
|Position X||Toggle inheritance of the X Position from the parent.|
|Position Y||Toggle inheritance of the Y Position from the parent.|
|Position Z||Toggle inheritance of the Z Position from the parent.|
|Rotation Heading||Toggle inheritance of the Rotation Heading from the parent.|
|Rotation Pitch||Toggle inheritance of the Rotation Pitch from the parent.|
|Rotation Bank||Toggle inheritance of the Rotation Bank from the parent.|
|Scale X||Toggle inheritance of the X Scale from the parent.|
|Scale Y||Toggle inheritance of the Y Scale from the parent.|
|Scale Z||Toggle inheritance of the Z Scale from the parent.|
|World Position Only||Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.|
|Inherit Time||Toggle inheritance of time from the parent.|
These properties control the core behaviours of the node.
|Flip Image||Flip the Image in the Y axis.|
|Collision Velocity Scale||Scales the velocity of the particle after a collision so they can be made to slow down.|
|Depth Image||Add a depth image to drive the collision inputs,|
|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|