collider
This resolves collisions of particles with collision geometry or other particles. Any collision geometry uses an acceleration structure received from a ‘Build Triangle Mesh Acceleration Tree’ node ATTENTION!: omni.particle.system.core is currently undergoing extensive (breaking) changes. Please be aware that systems built with the existing extension will need to be rebuilt in the USD Composer 2023.2 release.
Installation
To use this Node, you must enable omni.particle.system.core
in the Extension Manager.
Inputs
Name |
Type |
Description |
Default |
---|---|---|---|
active |
|
Is the Collider node currently active? |
True |
collisions |
|
If this is true, particles will collide against any collision geometry, else collision geometry will be ignored. |
True |
selfCollisions |
|
If this is true, particles will collide against each other, else particles will pass through each other. |
True |
dieOnCollision |
|
If this is true, particles will die upon colliding with collision geometry. |
False |
dieOnSelfCollision |
|
If this is true, particles will die upon colliding with other particles. |
False |
radiusInfluencesMass |
|
If this value is strictly greater than zero, the mass of each particle will be treated as its mass from ‘massPP’ times its radius from ‘radiusPP’ times this value. |
0.0 |
bounce |
|
The portion of particle velocity normal to the surface preserved on bounces. |
0.5 |
friction |
|
The portion of particle velocity tangent to the surface preserved on bounces. |
0.5 |
particles |
|
Input particle data, including position, velocity, lifespan, mass, and radius. |
|
$accelTree |
|
Collision geometry acceleration structure |
|
collisionPrims |
|
Collision geometry prims |
|
collisionPrimPath |
|
Input geometry prim paths |
Outputs
Name |
Type |
Description |
Default |
---|---|---|---|
particles |
|
Output particle data, including position, velocity, lifespan, mass, and radius. |