FlowsOperators
All operators
Every operator a flow's events can hold, grouped as the Add Operator menu groups them, each with its own page.
VecFlow 0.1.0
An event's operators run top to bottom on the particles in it. Add one with the event's Add Operator button, or + in the editor's sidebar. Each page below says what the operator does, how to set it up, every setting it has, what it sends on, and the problems the editor may raise about it.
Birth
Forces
SpeedSet the speed of particles entering the event, along a direction (an object's own axes when given), or add it to how they come.GravityPull particles down, or any way you point it.DragSlow particles to the speed of the air, which moves with the wind.TurbulencePush particles around in swirls.Smoke ForceParticles carried by the flow's gas, its smoke and fire, going as fast as the gas where they are.Gas PushParticles pushed by the flow's gas as real things in air are.BlastA blast going off.AttractPull particles toward an object.SwirlPush particles around an object's Z axis, and in toward it.Follow CurveParticles go along a curve, text or hair curves object at a speed, keeping how far off it they were as they entered (more or less as its radius grows or shrinks), turning round it if asked.GoalParticles go each to its own target on an object (its surface, vertices, curve or origin) or on another event's particles, arriving a set time after they enter or all at a set frame, slowing smoothly to a stop on it (turning to face as it does, if asked), and stay there, moving with it.Surface ForcePull particles to an object's surface, or a set distance off it, from inside or out, over a response time.CrownA splash's crown.
Physics
Particle PhysicsParticles bump into each other as balls (and into those of other events with this operator), pile up on a ground from Collide, and push and are pushed by rigid bodies.Particle ForceParticles pull each other within a reach, or push apart with a negative strength (and those of other events with this operator)FlockParticles move together as a flock or a school.BindHold particles together.Soft BodyParticles born as a Soft Body lattice (Birth) are one solid soft thing.Rigid BodyParticles are solid.LiquidParticles are a liquid that keeps its volume.WhitewaterThe liquid makes spray, foam and bubbles where it crashes into itself or crests fast, each sent along its wire to an event of its own (to show as small points, and delete after a while)Smoke SourceParticles give off smoke, heat and fuel into the flow's gas as they go, which rises, swirls and burns as the Smoke settings in the sidebar say.PinHold particles still, or move them with an object.
Looks
ScaleSet the size of particles entering the event.RotationTurn particles entering the event.SpinSet how fast particles entering the event turn, about a random axis or one you give.ColourSet the colour of particles entering the event.ShapePick which of the Shapes collection's objects particles entering the event show, at random.DeleteRemove particles at an age (since birth, or since entering this event), or at once.Set ValueSet one of the flow's values (listed under Values in the sidebar), or the particle's own position, velocity, speed, scale, colour, spin or shape, as particles enter the event (or every step, for all in it)Property TransferParticles take one of their values from those near them.
Tests
CollideBounce off an object, a collection's objects or the ground, friction slowing their sliding and their spin where they touch.Age TestParticles reaching an age go along the wire.Speed TestParticles faster or slower than a speed go along the wire.Struck TestRigid bodies another body strikes faster than a speed go along the wire (resting on one, or carried by it, doesn't strike it)Chance TestParticles go along the wire at random, this often each second on average.Group TestParticles born on an object's vertices go along the wire where the vertex weighs more than a value in a vertex group.Distance TestParticles nearer to or farther from an object than a distance go along the wire.RaycastEach particle looks along a ray for an object's (or a collection's) surface.Value TestParticles whose value is above or below a number (a part of a vector's), or set to yes or no, go along the wire.
Related
Values: data each particle carries
Values are numbers, vectors or yes-or-no flags each particle carries: set them with Set Value, test them with Value Test, weigh operators by them, and read them in shaders.
Birth
Make new particles: a stream every frame, a burst all at once, one on each vertex or piece of a mesh, or a liquid filling one.