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Manual 1.0 Manual 0.9.23
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World Collision Affector

World Collision Affector

Updated: 30 Sep 2025

Allows particle collisions with all 3D object in the scene.

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Example .dfx

Method #

Allows particles to collide with the scene’s visible geometry.

By default, adding this node will cause all particles attached to the same root to collide with all 3d objects in your scene.

This behaviour can be altered by using the input pins to include/exclude 3d objects or particle emitters from the affector.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
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.

Inputs

NameDescriptionTypical Input
Included NodesConnecting 3D nodes to this input pin will ensure collisions only occur with those objects.3D Primitive
Excluded NodesConnecting 3D nodes to this input pin will ensure collisions do not occur with those objects.3D Primitive
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
WeightsAdd a particle weight node to vary the node’s effect on the particle system.Noise Weight
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