collider#

This resolves collisions of particles with collision geometry or other particles. Any collision geometry uses an acceleration structure received from a ‘Build Triangle Mesh Acceleration Tree’ node ATTENTION!: omni.particle.system.core is currently undergoing extensive (breaking) changes. Please be aware that systems built with the existing extension will need to be rebuilt in the USD Composer 2023.2 release.

Installation#

To use this Node, you must enable omni.particle.system.core in the Extension Manager.

Inputs#

Name

Type

Description

Default

active

bool

Is the Collider node currently active?

True

collisions

bool

If this is true, particles will collide against any collision geometry, else collision geometry will be ignored.

True

selfCollisions

bool

If this is true, particles will collide against each other, else particles will pass through each other.

True

dieOnCollision

bool

If this is true, particles will die upon colliding with collision geometry.

False

dieOnSelfCollision

bool

If this is true, particles will die upon colliding with other particles.

False

radiusInfluencesMass

float

If this value is strictly greater than zero, the mass of each particle will be treated as its mass from ‘massPP’ times its radius from ‘radiusPP’ times this value.

0.0

bounce

float

The portion of particle velocity normal to the surface preserved on bounces.

0.5

friction

float

The portion of particle velocity tangent to the surface preserved on bounces.

0.5

particles

bundle

Input particle data, including position, velocity, lifespan, mass, and radius.

$accelTree

bundle

Collision geometry acceleration structure

collisionPrims

bundle

Collision geometry prims

collisionPrimPath

path

Input geometry prim paths

Outputs#

Name

Type

Description

Default

particles

bundle

Output particle data, including position, velocity, lifespan, mass, and radius.