![]() ![]() This is a vector because some primitives (such as polysoups, tetrahedrons, volumes) may store three coordinates. The primuv VEX command can be used to look up attributes using this. This is NOT texture uvs, but parametric uvs. Which primitive in the path geometry whose position we wish to refer to. ![]() ( op: paths can support references to DOP objects.) It is the path to a file on disk or an absolute op: path. This string stores a path to the object that the particle is interested in. Sliding particles apply a force inwards (according to surface normal) to the object they are attached to. It can’t transfer between objects, but it can change which primitive/uv coordinates it is on in this process. A sliding particle is allowed some motion, but it then tries to re-project itself to its position path object. Whether a particle is free (0) or sliding along a surface (1). It will inherit the velocity of the surface it is stuck to. A stuck particle will be teleported to the position path every frame. Whether a particle is free (0) or stuck (1). Note that direct changes to these can still be performed - such as a Look At POP altering the orientation. It preserves its velocity, but no longer integrates its position, velocity, orientation, or angular velocity. Whether a particle is moving (0) or stopped (1). This is done as the final stage of the solver and after the post-solve nodes, so you normally do not see any dead particles unless you turn off Reaping. A dead particle is deleted in the Reaping stage. ![]() Whether a particle is living (0) or dead (1). Particles can temporarily exceed this due collision effects, this acts as a hard clamp every timestep after force computation. Limit of the speed, in units per second, that a particle can move. This differs from the drag in that it is measuring a property of your wind force, which likely varies by space, rather than a property of the particle which remains the same as the particle moves. How important it is to match the wind speed. Thought of as the goal, or target, velocity for the particle. Used with dragnormal when automatically computing local drag shape. For polylines, the tangent is in theĭirection of the curve and normal all other directions. The normal drag will be usedįor forces roughly normal to the surface and tangent for those Local shape will be computed automatically by the polygons or If dragshape is not present, and this or dragnormal are not one, a This provides a local offset to the particle. The center of mass is always taking to be the particle position. If specified, drag forces will also generate torques on the particle based on the difference between the center of drag and the center of mass. Should be proportional to the cross section of the particle as seen down each axis. How much the particle is dragged in each of its local axes. This is used for both angular and linear drag. The default is set by a parameter on the solver. ![]() The latter causes fast moving particles to be crushed faster, and has less influence on particles already near the wind speed. A value of 2 makes it the square of the speeds. An exponent of 1 means that a particle is dragged to the wind velocity by an amount proportional to the difference in speeds. How much the particle is dragged by any wind effects.Ī value from 1 to 2. This is multiplied by to determine the rough shape of the particle for the purpose of rotational inertia. The particle solver uses the standard v (velocity) attribute as the direction of the particle. ![]()
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