This compound makes particles bounce off one or more objects' surfaces upon collision.
Plug its Execute output into a Port of the ICETree node or in an Execute port of a State compound, if you're using the state system.
To see the particle displayed as a blob, you must draw a render region.
For more information, see ICE Particles Bouncing Off Obstacles.
Tasks: Particles/Surface Interaction
Output Ports: Execute
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Surface1 |
The object off which the particles bounce upon collision. This object must have a surface. Plug the object's Value output into this port. |
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Collision_Method |
The type of method for colliding with an object: • Static Collision, for use with objects that don't deform over time. • Deformed Collision (Continuous), for use with object that are shape-animated or whose geometry deforms over time, such as envelopes. |
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Offset Method |
The method by which the particles are offset from the object off which they're bouncing: Use Particle Size or Use Offset Distance, then set the Offset Distance below. |
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Offset Distance |
If you selected Use Offset Distance as the Offset Method, you must enter the number of Softimage units by which the particles are offset from the object. |
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Max Bounces Per Frame |
The maximum number of times per frame that the particles bounce off the object. This is good for limiting the bounces for fast-moving particles or complicated geometry. |
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Execute on Collide1 |
When the particle collides with an object, whatever compound or node is plugged into this port is executed. For example, if the Set Particle Color compound is plugged in here, the particles change color upon collision. |
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Enable Bounce |
Toggles the activeness of the particles bouncing upon collision. |
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Bounce Factor |
The elasticity that the particles have when they bounce off the object. A value of 1 returns the same amount of energy for the particle, so that each bounce is identical. To have a more natural bounce, set this value to anything lower than 1. |
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Randomness Angle |
Adds a random variation to the bounce angle after the first bounce so that the particles move in a less rigid way. You could use this for a splash-type effect: at the first bounce, the particles are randomly sprayed away in different directions. |
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Select Bounce Side |
Determines off which sides of the collision object the particles bounce: Both Sides of Surface, Outside of Surface, or Inside of Surface (such as in a box, bowl, tube, or other such enclosed surface). |
Autodesk Softimage v.7.5