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 [ICE Particle Simulations].
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) [ICE Particle Simulations] 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. |
These parameters are the same as the Initial Value parameters in the Emit from Geometry compound.