This compound makes particles stick to an object's surface upon collision and remain there for the duration of their lifetime.
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 Sticking to Obstacles [ICE Particle Simulations].
Tasks: Particles/Surface Interaction
Output Ports: Execute
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Toggles the activation of this compound.
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The object to which the particles stick upon collision. This object must have a surface. Plug the object's Value output into
this port.
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The type of method for colliding with an object:
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, for use with objects that don't deform over time.
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, for use with object that are shape-animated or whose geometry deforms over time, such as envelopes.
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The method by which the particles are offset from the object to which they're sticking: Use Particle Size or Use Offset Distance
whose value you set below.
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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.
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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.
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Rotates the particles so that their local Y axes are aligned to the surface normals of the object.
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Allows the particles to be released from the surface of the object if the Angle and Force Thresholds are at appropriate values,
or if you use the Unstick from Surface compound in a state system.
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The angle at which the object needs to be before particles will fall off it (unstick). 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 unstick easily, whereas at a high
angle, they unstick quickly.
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The maximum force required to make the particles fall off the obstacle (unstick). This is used mostly when the obstacle is
moving and you want the particles to fall off the surface based on the obstacle's velocity. A high threshold makes it more
difficult for the particles to unstick, whereas a low threshold makes it easy for them to unstick.
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When the particle is released from the surface, 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 are released from the surface
(unstuck).
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