Notch Notch
2026.2 2026.1 0.9.23
AI MCP
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Points Affector

Points Affector

Updated: 15 Dec 2025

Uses points sources to disturb the particles.

image

Example .dfx

Method #

This node affects particles by positional vortex forces created around points from another particle system, or vertices of a 3D Object. This can be used to make one particle system “move through” another and appear to affect it.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Velocity Mode What type of velocity should be applied.
  • Vortex : Apply an orbital motion around each point.
  • Attract : Apply a constant force inwards towards the point.
Velocity Apply Mode
  • Velocity : Apply the effect as velocity.
  • Force : Apply the affect as a force.
Velocity Scale Scale the strength of the affectors velocity on the particles.
Point Falloff Distance The radius of falloff of effect from each point.
Point Falloff Power The sharpness of the falloff from each point.
Point Position Randomness Add random positional offsets from each point to expand its area of influence.
Point Position Random Shape When applying Point Position Randomness, what shape to apply it in around each point.
  • Box : Positional randomness will be applied within a box around each point.
  • Sphere : Positional randomness will be applied spherically and distributed evenly around each point.
  • Sphere ^ 2 : Positional randomness will be applied spherically around each point, with a distribution weighted towards the center of the point.
  • Gaussian : Positional randomness will be applied using a Gaussian distribution around each point, with most offsets clustered near the center and progressively fewer farther away.
Point Selection Mode How each particle chooses which point to be affected by.
  • Closest : Particles are affected by the point closest to them.
  • Random(Particle) : Particles are affected by a random point out of all the points.
  • Random(Emit ID) : Particles are affected by a random point based on a their emit ID.
Randomness How much randomness is added in the particles movement.
Life Effect Coeffs How much the particles are affected by the affector at different stages of the particles life cycle. Values 1 and 2 are control points used to control a bezier curve between values 0 and 3.

These properties are used to set the falloff of the node.

ParameterDetails
Falloff Mode Which shape to use to calculate the falloff.
  • Off : No falloff is used. Everything will be affected equally.
  • Spherical : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylindrical : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Planar : Falloff is drawn outwards in one or both directions from a plane, forming a planar falloff.
  • Procedural : Uses a connected procedural system to describe the falloff area. A procedural system must be input for this property to function.
  • Cubic : Falloff is drawn from the sides of a cube.
Falloff Axis Which axis the falloff should be oriented on.
Falloff Direction When using Planar mode, which directions to use to calculate the falloff.
  • Bidirectional : The falloff applies in both directions from the plane.
  • Negative : The falloff applies only in the negative direction from the Fallof Axis. The positive direction has the full effect applied.
  • Positive : The falloff applies only in the positive direction from the Fallof Axis. The negative direction has the full effect applied.
Falloff Easing Mode Interpolation method used to calculate the falloff within its range of influence.
  • Linear : Falloff reduces linearly across the falloff range.
  • Sine : Falloff reduces using a sine function across the falloff range.
  • Quadratic : Falloff reduces using a quadratic function across the falloff range.
  • Cubic : Falloff reduces using a cubic function across the falloff range.
  • Circular : Falloff reduces using a circular function across the falloff range.
  • Bounce Back : Falloff uses a function which as values reach the edge of the falloff range, they will overshoot and bounce back.
  • Elastic : Falloff uses a function similar to bounce back, but the value will initially move in the opposite direction, creating a “pull and release” effect.
Falloff Size X Size of the falloff range along the X axis.
Falloff Size Y Size of the falloff range along the Y axis.
Falloff Size Z Size of the falloff range along the Z axis.
Outer Range Outer range of the falloff, outside of which the falloff is no longer effective.
Inner Range Inner range of the falloff, inside of which the falloff is fully effective.
Curve Power Controls the rate of change for the falloff between the inner and outer range.
Invert Inverts the effect of the falloff.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
Falloff NodeUse an input falloff node to override the falloff.Falloff
Point Source NodeThe source of the point data.Particle Root Node
Mask NodeMask out areas that particles cannot spawn.Image Plane
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