Here is an overview showing how to set up a basic particle simulation and adapt it for different effects.
At the top level of a graph, add a basic_particles_graph
node. It has no inputs or outputs because it is just a compound that contains the basic graph.
Right-click on it and choose Explode. This unwraps the compound's contents. It consists of a source_particles
, collider
, and particle_solver_settings
node connected into a simulate_particles
node.
To emit particles from geometry, connect one or more meshes or other supported geometric objects to the source_particles
' geometry
port.
Connect the simulate_particles
node's particles
output to the graph's output
node as a new port. A Bifrost object named bifrostGraph
is created in the scene.
At this point, you can play back the scene to see particles emitted from the source geometries. However this is probably not the final effect you want, so you need to edit it further.