Notch Notch Manual 1.0
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Primitive Collision Affector

Primitive Collision Affector

Allows particle collisions with simple 3D primitives.

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Method #

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.

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.
Particle Collision RadiusRadius around a particle in which it will calculate colliding.
Primitive TypeThe 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.|
InvertedInvert the object so areas inside the mesh are considered hollow and areas outside are filled.

Inputs

NameDescriptionTypical Input
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