Slide on Surface

 
 
 

This compound make particles slide and drip off one or more objects' surfaces upon collision.

Plug its Execute output into a Port of the ICETree node or in an Execute port of a State compound, if you're using the state system.

For more information, see ICE Particles Sliding on Obstacles [ICE Particle Simulations].

Tasks: Particles/Surface Interaction

Output Ports: Execute

Enable

Toggles the activity of this compound.

Slide Parameters

Surface1

The object upon which the particles slide upon collision. This object must have a surface. Plug the object's Value output into this port.

Select Offset Method

The method by which the particles are offset from the object off which they're sliding: Use Particle Size or Use Offset Distance.

Offset Distance

If you selected Use Offset Distance as the Offset Method, you must enter the number of Softimage units by which the particles are offset from the object.

Surface Friction

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

Enable Rolling

Allows particles to roll along the object surface as they slide. This uses the Roll Particle compound to calculated the rolling.

Execute on Collide

When the particle collides with an object, whatever compound or node is plugged into this port is executed. For example, if the Set Particle Color compound is plugged in here, the particles change color upon collision.

Execute While Sliding

When the particle slides on an object, whatever compound or node is plugged into this port is executed. For example, if the Set Particle Size compound is plugged in here, the particles change size when they slide.

Drip Parameters

Angle Threshold

The angle at which the object needs to be before particles will drip off it. This is based on the obstacle's surface normals and gravity or other forces in the scene. At a low angle, the particles will not drip off easily, whereas at a high angle, they drip off quickly.

Force Threshold

The maximum force required to make the particles drip. This is used mostly when the obstacle is moving and you want the particles to slide off the surface based on the obstacle's velocity. A high threshold makes it more difficult for the particles to drip off, whereas a low threshold makes it easy for them to slide off.

Min Neighboring Particles

The minimum number of neighboring particles that need to be together within the cutoff distance so that the particles will drip. This is useful for effects such as dripping water, where a certain amount of water drops must collect before they have enough mass to drip.

Cutoff Distance to Neighboring Particles

The distance (in Softimage units) in which the particles must be from each other before they can drip.

Execute on Drip

When the particles drip off an object, whatever compound or node is plugged into this port is executed. For example, if the Set Particle Color compound is plugged in here, the particles change color when they drip.