Primitive Collision AffectorAllows particle collisions with simple 3D primitives.
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.
These properties control the core behaviours of the node.
|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.
|Inverted||Invert the object so areas inside the mesh are considered hollow and areas outside are filled.|
|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|