source_particlesAllows the user to emit particles into a simulate_particles compound.
To use this node, connect a geometry object into the geometry input, then plug source_particles.particle_source output into the sources input of a simulate_particles compound.
geometryAn array of input meshes, points and volumes that define the source geometry.
GeneralOverall properties for time bounds and disabling of the source.
start_frameIs the frame at which emission from the source starts.
use_end_frameCan be enabled to stop the emission at a certain frame. Otherwise emission will continue for the duration of the simulation.
end_frameIs the frame at which emission from the source stops.
Creation OptionsThese controls affect the act of emission from the geometry source.
distributionThis controls how particles are distributed on the geometry:
Surface: Emit from the surface of the input geometryVolume: Emit from the inside of the input geometry. This requires the geometry be voxelized, which uses the volume_detail_size property to determine how finely to voxelize relative to the bounding box. One can also set the geo_volume_mode and geo_volume_offset for this voxelization by making this compound editable and going into it.volume_detail_sizeThis is the bounding box relative voxel size to use when voxelizing the geometry for the Volume distribution method.
rateThis controls how many particles will be emitted each step, based on the rate_mode.
rate_modeThis controls how rate is defined:
Density: The number of particles per frame is based on the worldspace unit area for surface distribution, and unit volume for volume distribution. In general when changing the rate mode to density it is a good idea to lower the rate first, as a very large object may have a very large aero or volume, which could result in a huge particle count.Count: The rate will represent the average number of particles to emit every frame.Count Per Point: Particles will be emitted from vertices, not surfaces or volumes. The rate is the number of particles to emit from each vertex every frame. If switching to this one may wish to first lower the rate if a mesh has a lot of vertices, as the resulting particle count could be large.Particle PropertiesThese controls affect the initial value of per particle properties at emit time.
speedThis is the initial speed of the particles. This value affects both the normal_speed as well as the direction vector. The general speed is in units per second.
directionThis is the component of the emission speed along a fixed direction in worldspace.
normal_speedThis is the component of the the emission speed along the geometry normal. If the geometry does not have a point_normal then this will emit in all directions.
spreadThis affects the direction of emission. A value of 0 will be along the defined direction or normal. A value of 0.5 will randomly perturb this direction to a spread of 180 degrees. A value of 1.0 will result in a fully random emission direction.
inherit_velocityThis is the degree to which the emission velocity has the velocity of the source geometry added to it. At a value of 1.0 the emitter will add the full object velocity to the particle.
bouncinessThis is the resilience of the particle for collisions, and determines how much particles bounce. If both the collider and the particles have bounciness values of 1.0 it will result in perfectly resilient collisions where particles will continue to bounce to the same height, providing there is no drag. Values greater than 1.0 would result in collisions that are not physicially possible.
live_foreverIf this is enabled then the age_limit is ignored and particles do not die, unless killed with an influence_field.
age_limitThe age of particles in seconds beyond which they are killed.
sizeThe initial value to set for the particle point_size, which is used for collisions as well as drawing.
additional_propertiesOne can add additional per particle properties using this object port. Any simple property on the object passed in will become an array geo property on the particle system. The value on the passed in object will be the value the particles get on emission. For example one could create a set_property node, set the key to color, set the value to a float3, then plug it into additional_properties. The particles will have a color property.
particle_sourceThe output is an object that contains an aggregation of source related inputs to the particle solver and should be connected to the sources port on a simulate_particles node.