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Particle

simulations/particle·v1.3.0
IN:1  OUT:1

Particle is a GPU-accelerated particle-based solver that simulates fluids and granular materials by treating them as collections of interacting particles. Each particle carries physical properties like density, pressure, and velocity, and interacts with neighbors within a smoothing radius. The solver supports three material modes: Fluids-SPH for liquid simulations using Smoothed Particle Hydrodynamics, Fluids-PBF for Position Based Fluids, and Grains for granular materials like sand with repulsion and attraction forces.

The simulation computes particle interactions through neighbor searches within the smoothing radius, calculating density-based pressure forces to maintain target density and optional viscosity forces for fluid thickness. You control the physical behavior through parameters like target density (incompressibility), viscosity (fluid thickness), cohesion (particle stickiness), surface tension (droplet formation), and adhesion (sticking to surfaces). The solver uses substeps and iterations to improve stability and accuracy, with adjustable time scaling for slow-motion or accelerated effects.

Particle supports multiple collision types including ground planes, bounding boxes, arbitrary collision geometry, and volumetric container geometry for creating vessels. This makes Particle suitable for water splashes, pouring liquids, sand and debris, viscous fluids like honey, and interactive particle-based effects.

PAGEParticle
Target Particles Update POPParticlesupdatepopReference to a POP node downstream in the network. This reference will cause a feedback loop and re-injects the particles next frame.
SubstepsSubstepsNumber of solver substeps per frame.
IterationsIterationsSolver iterations per substep for constraint satisfaction.
Time ScaleTimescaleGlobal time multiplier for simulation speed.
Time StepTimestepRead-only display of effective timestep, equal to 1/FPS of TouchDesigner.
Smoothing RadiusSmoothingradiusInteraction distance for neighbor particle forces.
Num Hash BucketsNumhashbucketsNumber of hash buckets for spatial neighbor lookups.
Max NeighborsMaxneighborsMaximum neighbor count per particle for force calculations.
InitializeInitializepulsePulse to reset simulation and spawn initial particles.
StartStartpulsePulse to begin simulation from initialized state.
PlayPlayToggle continuous simulation playback.
StepSteppulsePulse to advance simulation by one frame while paused.
PAGEProperties
Target DensityTargetdensityRest density the solver tries to maintain. Enabled in Fluids-SPH and Fluids-PBF modes.
Pressure MultiplierPressuremultiScales pressure force magnitude. Enabled in Fluids-SPH mode.
Near Pressure MultiplierNearpressuremultScales near-field pressure forces for close-range particle repulsion. Enabled in Fluids-SPH mode.
ViscosityViscosityFluid thickness and resistance to flow. Enabled in Fluids-SPH and Fluids-PBF modes.
CohesionCohesionParticle attraction force creating sticky fluid behavior. Enabled in Fluids-PBF mode.
Surface TensionSurfacetensionForce causing droplet formation and surface smoothing. Enabled in Fluids-PBF mode.
AdhesionAdhesionParticle sticking force to collision surfaces. Enabled in Fluids-PBF mode.
Repulsion WeightRepulsionweightStrength of particle-particle repulsion force for granular materials. Enabled in Grains mode.
Attraction WeightAttractionweightStrength of particle-particle attraction for clumping behavior. Enabled in Grains mode.
PAGECollisions
Enable Ground CollisionEnablegroundcollisionEnables infinite ground plane collision.
Display GroundDisplaygroundVisualizes ground plane in output.
Enable Bounding Box CollisionEnablebboxcollisionEnables box-shaped collision boundary from POP geometry.
Bounding BoxBboxA reference to a POP defining the bounding box collision bounds.
Bounding Box MarginBboxmarginExtra margin distance added to the bounding box collision boundary.
Display Bounding BoxDisplaybboxVisualizes bounding box collision geometry.
SolidSolidTreats the collision geometry as a solid volume, preventing particles from passing through.
ProjectProjectProjects particles onto the surface of the collision geometry.
Collision POPCollisionpopReference to a POP containing the collision geometry when using POP collision type.
Collision OffsetCollisionoffsetOffset distance from the collision surface to prevent z-fighting artifacts.
Corner RadiusCornerradiusRadius of rounded corners on the box collision geometry.
Collison TOPCollisontopReference to a TOP texture used as the collision field for SDF and texture collision types.
Use Custom BoundsUsecustomboundsEnables custom bounding box for the collision texture instead of using the texture's native bounds.
PAGECollisions
Uniform ScaleScaleUniform scale factor applied to the collision geometry.
Display GeometryDisplaygeoShows the collision geometry in the viewport for visualization.
PAGEForces
Gravity MultiplierGravitymultiplierScales gravity force magnitude.
Velocity DampingVelocitydampingGlobal velocity decay per frame.
Collision DampingCollisiondampingAmount of velocity dampening applied when particles collide with collision geometry.
Static ThresholdStaticthresholdVelocity threshold below which dynamic friction becomes static friction.
Dynamic ScaleDynamicscaleDynamic friction coefficient for moving particles.
Limit AccelerationLimitaccClamps particle acceleration to prevent instability.
Max AccelerationMaxaccMaximum allowed acceleration magnitude.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP Particles In
Output 0 POP Particles Out