This compound makes particles bounce 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 Bouncing Off Obstacles.
TipIf you create collisions with particles using any of the Surface Interaction compounds (such as this one), you cannot also
make those particles into rigid bodies in the same ICE tree. This is because the Surface Interaction compounds use the Simulate
Particles node, while particle rigid bodies use the Simulate Bullet Rigid Bodies or Simulate Rigid Bodies node.
For information on particle rigid bodies, see ICE Rigid Bodies.
Tasks: Particles/Surface Interaction
Output Ports: Execute
|
The object off which the particles bounce upon collision. This object must have a surface. Plug the object's Value output
into this port.
|
|
The type of method for colliding with an object:
-
, for use with objects that don't deform over time.
-
, for use with object that are shape-animated or whose geometry deforms over time, such as envelopes.
|
|
The method by which the particles are offset from the object off which they're bouncing: Use Particle Size or Use Offset Distance,
then set the Offset Distance below.
|
|
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.
|
|
The maximum number of times per frame that the particles bounce off the object. This is good for limiting the bounces for
fast-moving particles or complicated geometry.
|
|
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.
|
|
Toggles the activeness of the particles bouncing upon collision.
|
|
The elasticity that the particles have when they bounce off the object. A value of 1 returns the same amount of energy for
the particle, so that each bounce is identical. To have a more natural bounce, set this value to anything lower than 1.
|
|
Adds a random variation to the bounce angle after the first bounce so that the particles move in a less rigid way. You could
use this for a splash-type effect: at the first bounce, the particles are randomly sprayed away in different directions.
|
|
Determines off which sides of the collision object the particles bounce: Both Sides of Surface, Outside of Surface, or Inside
of Surface (such as in a box, bowl, tube, or other such enclosed surface).
|