Notch Notch Manual 1.0
 Light | Dark
3D Object Collision Affector

3D Object Collision Affector

Allows Particles to collide with Meshes.

image

image

Method #

This node simulates collisions between particles and a 3D object. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D objects, but animating, generated or deforming objects are not supported. They may move in 3D space but must be rigid.

At least one 3D Object Node must be connected via the Object Nodes input for this node to be effective.

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

Parameters

These properties control the core behaviours of the node.

ParameterDetails
Collision Velocity ScaleScales the velocity of the particle after a collision so they can be made to slow down.
Point Collision RadiusRadius around a particle in which it will calculate colliding.
ModeChang how the calculations against mesh edges are calculated.
  • Thin Mesh : The mesh faces are treated as a thin edge, and calculations are calculated against the face. Fast, but occasionally inaccurate.
  • Extruded Mesh : The mesh faces are extruded along an axis, and the collisions are calculated against the volume. Slow, but more accurate.
Flip NormalsFlip the normals of the input object, so collisions are calculate for other side of the face normals.
Double SidedCalculate collisions for both sides of the objects normals.
Dynamic Collision ObjectsRecalculate collisions each frame for an animating mesh.
Extrude AxisWhich axis the mesh has been extruded along.

Inputs

NameDescriptionTypical Input
Object NodeObject with which the particles collide.3D Object
Collision Event NodesParticle events to be triggered when collisions occur.Particle Event
Affected EmittersChoose which particle emitters can be affected by the affector.Primitive Emitter
Procedural FalloffUse the distance field from a procedural system to vary how strong the affector is.Procedural Root
Transform ModifiersApply 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