World Collision Affector
Updated: 30 Sep 2025
Allows particle collisions with all 3D object in the scene.Updated: 30 Sep 2025
Allows particle collisions with all 3D object in the scene.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.
These properties control the core behaviours of the node.
Parameter | Details |
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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 |
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Included Nodes | Connecting 3D nodes to this input pin will ensure collisions only occur with those objects. | 3D Primitive |
Excluded Nodes | Connecting 3D nodes to this input pin will ensure collisions do not occur with those objects. | 3D Primitive |
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 |