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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Particles Deflector

Particles Deflector is a surface field that has no visual representation, but physically interacts with Particle Systems (other objects are not affected) blocking the way for particles and making them bounce off the deflector's surface. Depending on the specified size, it can be either rectangular or square, plus it can be arbitrarily positioned or rotated to cover the necessary area.

Deflectors are one-sided, meaning the particles can only interact with one side (e.g., when falling on a deflector from above, while freely passing through them from the opposite side).

See also#

Adding Particles Deflector#

To add a Particles Deflector to the world via UnigineEditor, do the following:

  1. In the Main Menu, choose Create -> Particle System -> Particles Deflector.

  2. Place the Particles Deflector in the world to cover the area where particles are to be cut out:

    Notice
    Make sure that the Spacer interaction flag is set for materials applied to grass or water.

Editing Particles Deflector#

In the Particles Field Deflector section (Parameters window -> Node tab), the following parameters of the Particles Deflector can be adjusted:

Adjusting Deflector Form#

Size Size of the deflector's plane surface.
Restitution

Restitution coefficient of the Particles Field Deflector. This coefficient defines the value of the bouncing impulse a particle will receive on a contact with the deflector (how fast a particle shall bounce from the deflector):

  • The minimum value of 0 means the particles do not bounce off, but rather slide along deflector surface.
  • The maximum value of 1 makes the angle of bouncing equal to the angle at which the particles fall.
Roughness

Roughness coefficient of the Particles Field Deflector. This coefficient defines roughness of the deflector surface the particles collide with, and the range of angles at which particles shall bounce from the deflector:

  • The minimum value of 0 means the surface is smooth and bouncing particles are scattered in a uniform direction.
  • The maximum value of 1 means the surface is uneven and bouncing particles are scattered in different directions.
Interaction Particle Mode

Interaction mode for the Particles Field Deflector. Interaction can be triggered on a contact of the deflector either with particle's center position or with its bounding box (this can be useful in case of length particles, for example).

Setting Bit Masks#

The bit masks listed below enable you to fine tune interactions and functionality of a Particles Field to achieve the desired effect and optimize performance.

Particles Field Mask Bit mask enabling you to control interactions of the Particles Deflector with particles. The Deflector will affect particles generated by a Particle System only if they both have matching masks.
Viewport Mask A Viewport mask. A bit mask for rendering the Particles Deflector in the current viewport. For the Particles Deflector to be rendered into the viewport, its mask should match the camera Viewport mask (at least one bit). This can be used to selectively disable Deflector functionality for a certain camera view without disabling the Deflector itself (e.g. it is not necessary to cut out rain or snow inside a car, when the car is viewed from above).
Last update: 2023-12-19
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