VecFlow0.1.0
FlowsOperators

Swirl

Push particles round an object's Z axis, and in toward it or out: whirlwinds, whirlpools, tornadoes and spiralling magic.

VecFlow 0.1.0

Push particles around an object's Z axis, and in toward it.

Add it
EventAdd OperatorForcesSwirl
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

Anything that goes round: a tornado of debris, a whirlpool, leaves caught in a gust, a spell spiralling up. Place an Empty where the middle is and point its Z axis along the whirl's axis.

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.

None

The object this operator works with.

Strength
Keyframable
5 m/s²-50 to 50

How hard it acts. For most forces, below zero acts the other way.

Pull In
Keyframable
0 m/s²-50 to 50

Push in toward the axis. Negative pushes out.

Reach
Keyframable
0 m0 to 20

Fades out to nothing this far from the object. 0 reaches everywhere.

InfluenceEmpty

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.

Strength pushes particles round the object's Z axis: counter-clockwise seen from above, looking down the axis from its tip. Negative goes the other way. Pull In pushes them in toward the axis (negative: out), so they spiral. Reach fades both out to nothing at that distance from the axis; 0 reaches everywhere.

Swirl pushes; it doesn't hold particles in orbit. With no Pull In, they're flung out as they speed up. A little Pull In and some Drag keep them circling.

Works with

  • Attract or a negative Gravity to draw them up the funnel.
  • Influence: a value can weigh it particle by particle.

Problems you may see

The editor raises no problems of its own for Swirl.

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