To create a vortex control object: Choose Get Force Vortex from the Simulate toolbar, Get Primitive Control Object Vortex from the other toolbars, or Create Force Vortex from the Hair toolbar.
To redisplay this property editor: Select the vortex object and press Enter.
The Vortex force simulates the swirling movement of a vortex on ICE particles, rigid bodies, and hair.
Vortex has no effect on Soft body or Cloth simulations.
For more information on forces in general, see Forces [ Simulation and Effects].
To use this force in an ICE tree, see Creating and Applying ICE Forces to ICE Simulations [ICE Guide].
Length of the arrow is determined by the Amplitude value. Radius of the sphere is determined by the Range value when Local is selected.
vPos = particle's position vector
vVel = particle's velocity vector
vForce = the new force
length = vPos.length // two steps 1. radialDecay = length / range 2. radialDecay = (decay >= 0) ? (1 - radialDecay) ^ decay : radialDecay ^ -decay intensity = amplitude * radialDecay vIntensity = (intensity, 0, 0) vDirection = crossProduct(vVel, vIntensity) vRadialDir = (5 * radial) * ( normalize(0, vPos.Y, vPos.X) ) vForce = vRadialDir + vDirection
If Local is not selected (global):
length = intensity / (1 + vPos.length ^ 3) vDirection = cross(vVel, vPos) vRadialDir = radial * ( normalize (vPos) ) vForce = intensity * (vRadialDir + vDirection)
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