Category - Kineme Particle
The Particle Quad Collider patch provides collision detection against a single quad.
If Backface Culling is enabled, collisions are unidirectional --- the collision surface is permeable to objects traveling in the direction of the normal, and is impermeable to objects traveling in the opposite direction.
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Uploaded 11 Feb 15:43
The Wind Force patch simulates natural wind --- it pushes objects along its axis, and randomly "gusts".
Objects with larger Areas will be affected more by the Wind Force patch than those with smaller Areas.
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Uploaded 11 Feb 15:43
The Damping Force patch provides a linear approximation of viscous drag, appropriate for small objects or objects moving at relatively slow speeds. When "Magnitude" is positive, each object with is slowed proportionally to the product of its Area and its current Velocity.
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Uploaded 11 Feb 15:43
Particle. The primary building block of a particle system.
To construct a basic particle system, connect the output of this patch to a Particle Emitter, connect the Particle Emitter to a Particle Scene, and connect the Particle Scene to a Particle Renderer.
"Self Operators" allow several of the particle's properties to be altered. "Self Operators" differ from the Particle Emitter's "Child Operators" in that they continue to alter the particle's properties throughout its life span, rather than just se... more...
Uploaded 11 Feb 15:43
The Color Table patch specifies a series of colors with which a Particle will be rendered throughout its life span. Each color represents a keyframe which is blended linearly over time. The time each color becomes active depends on the particle's Age Limit.
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Uploaded 11 Feb 15:43
The Render Class patch allows a few rendering parameters to be controlled on a per-particle basis.
"Alignment" controls how each particle is oriented --- whether based on the screen ("Billboard" mode) or based on the particle's current velocity.
For velocity-based alignment, "Length Scale" controls how much the particle's current velocity will affect its rendered length.
For velocity-based alignment, "Max Length Scale" controls the maximum amount the particle's current velocity will affect its rendere... more...
Uploaded 11 Feb 15:43
The Particle Collider Structure patch provides collision detection against a Faces Structure.
The Faces Structure should be a one-dimensional array, containing groups of nine values, each group indicating the verticies of a triangle (i.e., X1 Y1 Z1 X2 Y2 Z2 X3 Y3 Z3).
If Backface Culling is enabled, collisions are unidirectional --- the collision surface is permeable to objects traveling in the direction of the normal, and is impermeable to objects traveling in the opposite direction.
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http://kineme... more...
Uploaded 11 Feb 15:43
Each instance of the Boid Force patch is a particle that exhibits flocking behavior, as described in Craig W. Reynolds's well-known SIGGRAPH '87 paper.
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Uploaded 11 Feb 15:43
- inputEnable
- inputAgeLimit
- inputVisible
- inputUpdateVelocity
- inputX
- inputY
- inputZ
- inputVx
- inputVy
- inputVz
- inputTheta
- inputOmega
- inputSize
- inputMass
- inputArea
- inputColor
- inputNx
- inputNy
- inputNz
- inputEpsilon
- inputRange
- inputStrength
- inputFadeRange
- inputMaxForce
- inputRadialForce
- inputMinRadius
- Self Operator 1
Force: Vortex
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http://kineme.net/ more...
Uploaded 11 Feb 15:43
The Explosion Force patch simulates an explosion --- throughout its lifetime, the explosion's shock wave grows toward the specified Range, and causes objects to ricochet with the specified Magnitude.
All Objects are affected equally by the explosion, regardless of Mass or Area.
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http://kineme.net/ more...
Uploaded 11 Feb 15:43