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 |
|
Is the Collider node currently active? |
True |
collisions |
|
If this is true, particles will collide against any collision geometry, else collision geometry will be ignored. |
True |
selfCollisions |
|
If this is true, particles will collide against each other, else particles will pass through each other. |
True |
dieOnCollision |
|
If this is true, particles will die upon colliding with collision geometry. |
False |
dieOnSelfCollision |
|
If this is true, particles will die upon colliding with other particles. |
False |
radiusInfluencesMass |
|
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 |
|
The portion of particle velocity normal to the surface preserved on bounces. |
0.5 |
friction |
|
The portion of particle velocity tangent to the surface preserved on bounces. |
0.5 |
particles |
|
Input particle data, including position, velocity, lifespan, mass, and radius. |
|
$accelTree |
|
Collision geometry acceleration structure |
|
collisionPrims |
|
Collision geometry prims |
|
collisionPrimPath |
|
Input geometry prim paths |
Outputs#
Name |
Type |
Description |
Default |
---|---|---|---|
particles |
|
Output particle data, including position, velocity, lifespan, mass, and radius. |