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DLA

simulations/dla·v1.3.0
IN:1  OUT:3

DLA (Diffusion-Limited Aggregation) is a GPU-accelerated simulation that creates organic branching structures by simulating particles randomly walking through space until they attach to an existing structure. Generates coral-like, lightning, or crystalline growth patterns through a simple attachment rule: particles stick when they come within a specified distance of the growing structure.

The simulation progresses by spawning particles at random positions within simulation bounds and allowing them to diffuse until they encounter the structure. You control the density and character of the branching through parameters like search distance (how far particles look for attachment points), attach distance (how close they must be to stick), and attach strength. The simulation can be initialized, played continuously, or stepped frame-by-frame for precise control over growth progression.

PAGEDLA
Target Random Walkers Update POPWalkersupdatepopReference to a POP node downstream in the network. This creates a feedback loop that re-injects the seed points each frame.
Display BoundsDisplayboundsVisualizes the simulation bounds in the viewport.
Display Random WalkersDisplayrandomwalkersShows the diffusing random walker particles in the viewport.
Display DLA Structure (Points)DisplaydlapointsShows the DLA structure as points in the viewport.
Display DLA Structure (Lines)DisplaydlalinesShows the DLA structure as connected lines in the viewport.
Max Number of PointsMaxpointsMaximum number of diffusing particles in the simulation.
SeedSeedRandom seed for particle spawn positions and diffusion paths.
Max Search DistanceMaxsearchdistMaximum distance particles search for attachment points (affects branch density).
Attach DistanceAttachdistDistance threshold for particles to stick to the structure (smaller = finer detail).
Attach StrengthAttachstrengthControls the strength of the attachment force when particles approach the structure.
Max NeighborsMaxneighborsMaximum number of neighboring structure points considered for attachment.
Internal NoiseInternalnoiseEnable internal noise for randomized particle diffusion.
Noise AmplitudeNoiseampControls the amplitude of the internal noise applied to particle movement.
InitializeInitializepulsePulse to reset simulation and create initial seed point.
StartStartpulsePulse to begin simulation from initialized state.
PlayPlayToggle continuous simulation playback.
StepSteppulsePulse to advance simulation by one frame while paused.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP Seed
Output 0 POP DLA Structure (Points)
Output 1 POP DLA Structure (Lines)
Output 2 POP Random Walkers