Repulsion Bounce
Repulsion Bounce is an operator that lets you create particle dynamic effects between two different particle Groups or multiple particles within one group. A particle bounce, repulsion or rotation is initiated as soon as ON Input Data Stream receives a true value. In many cases, you would use a Distance Condition or a PPassAB Initiator to trigger the Repulsion Bounce operator, but most other conditions would also work.
Operator Inputs
ON - (Bool) This input data stream determines whether the operator is considered 'on' or 'off'. You can connect other operators to this input channel such as a Bool Helper to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local time for the operator when the user wants to override the default system time.
ParticleA - (Particle) This input data stream reads in the first selected particle Group that is to be used as the source for particle collision. This data stream MUST be connected and will be highlighted yellow if it is not.
ParticleB - (Particle) This input data stream reads in the second selected particle group that is to be used as the source for particle collision. This data stream MUST be connected and will be highlighted yellow if it is not.
You can pipe the same particle Group into both inputs above to have particles within one Group interact.
Repulsion - (Scalar) This input data stream is used to override the Repulsion spinner value.
Bounce - (Scalar) This input data stream is used to override the Bounce spinner value.
Elasticity - (Scalar) This input data stream is used to override the Bounce Elast. spinner value.
Mass - (Scalar) This input data stream is used to override the Mass spinner value.
Rotation - (Scalar) This input data stream is used to override the Rotation spinner value.
Operator Outputs
No Operator Outputs.*
Rollout Menu
Repulsion - Repulsion is an effect where the particles pull or push (depends on the positive or negative value) each other. A value of 1.0 will pull the particles away from each other with the same amount of energy (speed) while larger values will add energy to the repulsion effect and smaller values will subtract energy from the repulsion effect.
Bounce - Bounce is a dynamic effect that usually occurs when two or more particles collide. Depending on various other parameters (Mass,Speed . . .) the effect may also be used to accelerate particles in their direction of travel when they collide. The Bounce parameter works as an energy multiplier value. A value of 1.0 means that the unmodified energy amounts are exchanged. Values greater than 1.0 will add energy (speed) when a collision occurs.
Bounce Elast. - There are two ways of collision handling in the mathematical world of physics. One, represents a perfect collision (Full Elastic Bounce) and the other represents an imperfect collision (Non-Elastic Bounce). A value of 1.0 creates a perfect mathematical bounce with no loss of energy. Values below 1.0 reduce the amount of energy when a collision occurs and vice versa. The exchange of energy is defined by this value. How much energy do both collision partners have afterwards? For example, a value of 0.5 means that each particle gets 1/2 of the collision impulse.
Mass - Without proper mass handling, any dynamic simulation will fail or look unreal. thinkingParticles handles particle masses in a physically correct manner. All dynamic features are based on the energy a particle may create by its properties (mass and speed). This multiplier value increases the mass difference between the colliding parties without changing the actual Masses of the individual particles.
Rotation - The Rotation spinner applies a rotational value to particles that are repulsed due to collisions with other particles. A value of 0.0 will cause particles that have collided to not spin at all, while values higher than 0.0 will create rotational values on the collided particles.
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