Emit Splash from Surface Collision

This compound emits a splash of new particles upon impact with an obstacle in a collision. This can be useful for creating effects like dust being created as a foot steps on the ground, or mud splashing up as a ball hits a mud puddle, sparks flying as two metal objects collide, or water splashing up as the hull of a boat hits the water.

Plug this compound's Emit output into a Port on the ICETree node. This compound should be plugged in to the first port of the ICETree node because you usually need to emit particles before any other node or compound can be evaluated.

For more information, see Emitting ICE Particle Splashes Upon Collision with Obstacles.

Tasks: Particles/Emitters

Output Ports: Emit

Enable

Turns the particle emission on and off.

Emission Parameters

Emitter1

Plug in the geometry from which you want to emit particles. This must be a geometry with a surface. You can plug multiple geometries into this emitter.''

Rate

The number of particles that are created per second.

Note that in some cases where particles are deleted immediately using one of the Filter compounds (such as Filter by Weight Map) in the Emission Control group, the actual number of particles that are displayed on screen may be less that this Rate value defines. That is because some of the Filter compounds delete certain particles immediately after they are born.

See ICE Particle Rate (Amount) for more information.

Splash Distance Threshold

The maximum distance from the obstacle object in which the particles will be emitted.

Only Particles outside Geometry

Keeps the emitted particles from entering inside the splash geometry.

Splash Geom1

Plug in the geometry with which you want to particle emitter to collide. This must be a geometry with a surface. You can plug multiple geometries into this emitter.

Collision Velocity Emission Rate Profile

This graph defines the velocity of the particles as they're emitted upon impact with the obstacle geometry.

Initial Values

Mass

Defines how much matter the particles have. The value is in kilograms (kg). The mass is used to determine how the particles are affected by forces and other physical effects. Particles with higher mass values require larger forces to modify their motion.

See ICE Particle Mass for more information.

Size

Defines how large the particle is. This value is the particle radius, but the particle display size is the diameter. For example, if the Size value (radius) is 1, the diameter (display) size is 2. Some compounds use the Size value to help with collision detection or to define motion, such as Bounce Off Surface or Stick to Surface, for example.

See ICE Particle Size for more information.

Color

Defines the initial particle color as displayed in the viewport. Rendered particles do not use the particle color values unless you've set up the shader to do so. Set the color value using the standard color sliders and color box.

See ICE Particle Color for more information.

Shape

Defines how the particle shape is drawn on screen. You have a selection of different methods for displaying particles: point, segment (trails), disc, rectangle, sphere, box, cylinder, capsule, cone, and blob.

• If you select Blob, the particles are displayed as blobs only in the render region.

• To display trails, select Segment.

• To render sprites, select the Rectangle shape.

• If you want particles to collide with an obstacle, they require a shape that has 3D geometry, such as a sphere, box, cylinder, capsule, or cone.

See ICE Particle Shapes for more information.

Orientation

Defines the orientation of particles when emitted. The particle's orientation stays the same over its lifetime unless some force changes it. Set the Orientation of the particle around its local X, Y, and/or Z axes. Then set the Angle value, which is the amount of rotation in degrees around these axes.

See ICE Particle Orientation for more information.

State ID

When using the State nodes to define particle behavior, this value defines which state the particles will be using when created.

See Setting the Particle’s State ID for more information.

Direction and Speed

Spread Speed Multiplier

Multiplies the speed at which new particles are spread when they are emitted.

Randomess Factor

Adds a certain amount of variability to the particle movement as they're emitted.

Surface Friction

The amount of friction/resistance that the object has to prevent particles from sliding.

Execute on Emit1

You can plug in nodes that have execute output ports. These ports only get executed once when a particle gets created.



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