Rigid Body Collision Affector
Updated: 4 Dec 2023
Allows particle collisions with active rigid bodies.Updated: 4 Dec 2023
Allows particle collisions with active rigid bodies.This node simulates collisions between particles and a Rigid Body Systems.
These properties control the core behaviours of the node.
| Parameter | Details |
|---|---|
| Collision Velocity Scale | Scales the velocity of the particle after a collision so they can be made to slow down. |
| Point Collision Radius | Radius around a particle in which it will calculate colliding. |
| Name | Description | Typical Input |
|---|---|---|
| Rigid Body Nodes | The rigid bodies to collide with. | Rigid Body |
| 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 |
| Weights | Add a particle weight node to vary the node’s effect on the particle system. | Noise Weight |
| 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 |