Functions related to fx


addDynamic Makes the “object” specified as second argument the source of an existing field or emitter specified as the first argument.
addPP Adds per-point (per-cv, per-vertex, or per-particle) attribute capability for an attribute of an emitter or field.
air The air field simulates the effects of moving air.
arrayMapper Create an arrayMapper node and connect it to a target object. If the -type flag is used, then this command also creates
collision The collision command causes particles to collide with geometry.
colorAtPoint The colorAtPointcommand is used to query textures or ocean shaders at passed in uv coordinates. (For ocean shaders uv is
connectDynamic Dynamic connection specifies that the force fields, emitters, or collisions of an object affect another dynamic object.
constrain This command constrains rigid bodies to the world or other rigid bodies.
drag Drag exerts a friction, or braking force proportional to the speed of a moving object.
dynCache Cache the current state of all particle shapes at the current time.
dynControl Flags:
dynExport Export particle data to disk files.
dynExpression This command describes an expression that belongs to the specified particle shape.
dynGlobals This node edits and queries the attributes of the active dynGlobals node in the scene. There can be only one active node
dynPaintEditor Create a editor window that can be painted into
dynPref This action modifies and queries the current state of “autoCreate rigid bodies”, “run up to current time”, and “run up
emit The emitaction allows users to add particles to an existing particle object without the use of an emitter.
emitter Creates an emitter object.
event The event command assigns collision events to a particle object.
expression This command describes an expression that belongs to the current scene.
expressionEditorListen Listens for messages for the Expression Editor, at its request, and communicates them to it. This action is for internal
fluidCacheInfo A command to get information about the fluids cache.
fluidEmitter Creates an emitter object.
fluidVoxelInfo Provides basic information about the mapping of a fluid voxel grid into world- or object space of the fluid.
getDefaultBrush The command returns the name of the default Paint Effects brush.
getFluidAttr Returns values of built-in fluid attributes such as density, velocity, etc., for individual grid cells or for all cells in the grid.
getParticleAttr This action will return either an array of values, or the average value and maximum offset, for a specied per-particle attribute of a particle object or component.
goal Specifies the given objects as being goals for the given particle object.
gravity A gravity field simulates the Earth’s gravitational force. It pulls objects in a fixed direction (generally downward)
loadFluid A command to set builtin fluid attributes such as Density, Velocity, etc for all cells in the grid from the initial
nBase Edits one or more nBase objects. Note that nBase objects include nCloth, nRigid and nParticle objects, but the options
nParticle The nParticle command creates a new nParticle object from a list of world space points. If an nParticle object is
newton A Newton field pulls an object towards the exerting object with force dependent on the exerting object’s mass, using
paintEffectsDisplay Command to set the global display methods for paint effects items In query mode, return type is based on queried flag.
particle The particle command creates a new particle object from a list of world space points.
particleExists This command is used to query if a particle or soft object with the given name exists.
particleFill This command generates an nParticle system that fills the selected object with a grid of particles.
particleInstancer This command is used to create a particle instancer node and set the proper attributes in the particle shape and in the instancer node.
particleRenderInfo This action provides information access to the particle render subclasses.
pfxstrokes This command will loop through all the Paint Effects strokes, including pfxHair nodes, and write the current state of
radial A radial field pushes objects directly towards or directly away from it, like a magnet.
resampleFluid A command to extend the fluid grid, keeping the voxels the same size, and keeping the existing contents of the fluid in the same place.
rigidBody This command creates a rigid body from a polygonal or nurbs surface.
rigidSolver This command sets the attributes for the rigid solver In query mode, return type is based on queried flag.
runup runup plays the scene through a frame of frames, forcing dynamic objects to evaluate as it does so. If no max frame is
saveFluid A command to save the current state of the fluid to the initial state cache.
saveInitialState saveInitialState saves the current state of dynamics objects as the initial state. A dynamic object is a particle shape,
setDynamic setDynamic sets the isDynamic attribute of particle objects on or off. If no objects are specified, it sets the
setFluidAttr Sets values of built-in fluid attributes such as density, velocity, etc., for individual grid cells or for all cells in the grid.
setParticleAttr This action will set the value of the chosen attribute for every particle or selected component in the selected or passed particle object.
soft Makes a soft body from the object(s) passed on the command line or in the selection list.
spring The spring command can do any of the following:* create a new spring object (shape plus transform).
stroke The stroke command creates a new Paint Effects stroke node.
truncateFluidCache This command sets the end time of a fluid cache to the current time.
truncateHairCache This command sets the end time of a hair cache to the current time.
turbulence A turbulence field causes irregularities (also called ‘noise’ or ‘jitter’) in the motion of affected objects.
uniform A uniform field pushes objects in a fixed direction.
volumeAxis A volume axis field can push particles in four directions, defined with respect to a volume: along the axis, away from the axis or center, around the axis, and in a user-specified direction.
vortex A vortex field pulls objects in a circular direction, like a whirlpool or tornado.

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