Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces
Particles

System

Particle System

Emitters

EmitterMesh EmitterImage Emitter

Effectors

Curl Noise EffectorTurbulence EffectorQuantized Motion EffectorGravity / Wind EffectorWind EffectorDrag EffectorAttractor EffectorPoints EffectorVortex EffectorTwist EffectorSpring EffectorMesh Attract EffectorImage Form EffectorField Flow EffectorFluid EffectorExplode EffectorShockwave EffectorSoft Collision EffectorPrimitive Collision EffectorKill Box EffectorColorize Effector

Renderers

Point RendererSprite RendererMesh RendererPoint Geometry RendererConnection RendererTrail Renderer

Other

Hologram
3D PreviewperformMODE
3D & SimulationParticles

Primitive Collision Effector

Particles bounce off a plane, sphere, or box collider.

The Primitive Collision Effector is a solid the particles cannot pass through.

Primitive Collision Effector

  • Shape, Size, Bounciness, Friction
  • Found in the node graph under Particles → Effectors
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. The default floor plane under a sphere emitter.

Inputs and outputs

Primitive Collision Effector node

PortTypePurpose
Effectors InEffectorThe previous effector in the chain, if any.
Field ImageTextureA texture read by the Image field shape.
Origin ObjectSurfaceA Null to parent the effector to.
Effectors OutEffectorWire it into the next effector, or into the Particle System's Effectors port.

Parameters

Primitive Collision Effector parameters
  • Shape — Plane (floor) (default), Sphere, Box.
  • Size (0.05–50, default 2).
  • Bounciness (0–1, default 0.6), Friction (0–1, default 0.05).
  • Particle Use Amount (0–1, default 1) — the share of particles this effector acts on. Two effectors with the same amount act on different particles.
  • Speed Variance (0–4, default 0) and Speed Bias (−1 to 1, default 0) — scatter the force per particle.

Field

  • Field (default off) — limits the effector to a region. Field Shape (Sphere, Box, Plane, Image), Field Size (default 3), Falloff (default 0.5), Inner Radius, Invert Field, Field Follows Mouse, and Image Channel for the Image shape. The Field Position / Heading / Pitch / Roll / Scale block places it.

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Hail — Gravity / Wind Effector then this with Bounciness 0.9.

Troubleshooting

Nothing moves. The effector's Effectors Out must reach the Particle System's Effectors port, directly or through the last effector in a chain.

Related

Soft Collision Effector

Particles against particles.

Kill Box Effector

Remove instead of bounce.

Soft Collision Effector

Density repulsion so particles pack against each other instead of collapsing into one point.

Kill Box Effector

Kills particles inside a region; they respawn at the emitter.

On this page

Inputs and outputsParametersFieldExamplesTroubleshootingRelated