Gravity
Pull particles down, every step, as hard as you like: 9.81 m/s² for the Earth, less for the moon, negative to rise.
Pull particles down, or any way you point it.
- Add it
- EventAdd OperatorForcesGravity
- Sends on
- Nothing: it has no wire.
- Influence
- Yes: it does as much as a value says, particle by particle (0 none, 1 all of it).
When to use it
Nearly every falling thing: drops, sparks, debris, snow, cloth, rigid bodies and liquids all need a Gravity in their event to fall. Particles in an event without one float on as they go.
Lower it for slow, floaty motion (snow drifts, the moon), or make it negative for things that rise: bubbles, embers, balloons.
Settings
As the flow editor’s sidebar shows them. Changing any of them marks the bake old; those marked Keyframable can also change through a bake.
How hard it acts. For most forces, below zero acts the other way.
One of the flow’s number values, to weigh it by, particle by particle. Empty for all of it, on all of them. See Influence.
Gravity pulls straight down the world's Z axis. For a pull toward an object instead, use Attract.
Keyframe Strength to switch gravity on partway through a shot: a cloud of particles that hangs, then drops.
Works with
- Each event needs its own: particles sent to an event without Gravity stop falling.
- Influence: weighed by a value, a particle feels that share of it. A value of 0.5 falls at half the rate.
- Drag slows falling things to a top speed.
- A Follow Curve (not steered) or Goal in the same event takes particles where they go: Gravity doesn't move them, and the editor warns.
Problems you may see
The editor raises no problems of its own for Gravity.