Functions related to fx
Functions
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. |