VecFlow0.1.0
Starters

Fountain

A flow of three events to learn from. Drops arc up, splash red where they land and burst into bits.

VecFlow 0.1.0
Fountain, artwork of the effect

Drops arc up, splash red where they land and burst into bits: a flow of three events, to learn from.

SidebarVecFlowNew SimulationParticlesFountain, or AddVecFlowFountain.

The starter to learn flows from. It's the same flow as the flow editor's New Example Flow: three events, each a short list of operators, with particles moving from one to the next.

A flow of 3 events. Fountain: Birth, Position, Speed, Gravity, Turbulence, Collide, Delete; Collide: ground sends to Splash. Splash: Colour, Spawn, Gravity, Delete; Spawn: 3 each sends to Bits. Bits: Scale, Gravity, Delete.FountainCollide: groundBirth: 300 per frame from 1. Make new particles: some every frame, all at once, one on each vertex of an object's mesh (for cloth and ropes: bind them with Bind, Mesh Edges), one on each piece of it (to smash: glue them with Bind, Pieces), or the event's Liquid filling itBirth: 300 per frame from 1Position: Fountain Emitter, box. Place new particles in an object's box, on its surface or inside it, or along a curve (a tube round it)Position: Fountain Emitter, boxSpeed: 7 m/s. Set the speed of particles entering the event, along a direction (an object's own axes when given), or add it to how they comeSpeed: 7 m/sGravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Turbulence: strength 5. Push particles around in swirlsTurbulence: strength 5Collide: ground. Bounce off an object, a collection's objects or the ground, friction slowing their sliding and their spin where they touch. The ones that hit go along the wireCollide: groundDelete: at 3 s. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 3 sInSplashSpawn: 3 eachColour: #FF412B. Set the colour of particles entering the eventColour: #FF412BSpawn: 3 each. Make new particles from each one, sent along the wire. They start with its looksSpawn: 3 eachGravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Delete: at 0.5 s in event. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 0.5 s in eventInBitsScale: × 0.4. Set the size of particles entering the eventScale: × 0.4Gravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Delete: at 0.4 s in event. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 0.4 s in eventIn
The Fountain starter's flow. Each event runs its operators top to bottom on the particles in it, every step. A wire sends the particles an operator picks out on to another event's In socket.BirthForcesPhysicsLooksTests

What it makes

Objects it makes
Fountainmesh, the simulation: it holds the settings and plays the bake
Fountain Emitterempty, where the particles come from
Its flow, “Fountain”: 3 events
Event “Fountain”
  1. Birth: Per Frame 300
  2. Position: Object Fountain Emitter
  3. Speed: Object Fountain Emitter
  4. Gravity
  5. Turbulence
  6. Collide: Ground On
  7. Delete
Wire: Collide: ground → “Splash”
Event “Splash”
  1. Colour: Colour 1, 0.05, 0.02
  2. Spawn: Count 3
  3. Gravity
  4. Delete: Age 0.5, Since Entering
Wire: Spawn: 3 each → “Bits”
Event “Bits”
  1. Scale: Scale 0.4
  2. Gravity
  3. Delete: Age 0.4, Since Entering

How the particles go through it:

  1. Fountain gives birth to 300 particles a frame on the emitter and sends them up with Speed (7 m/s, spread 1.5), under gravity and turbulence. When one hits the ground, its Collide sends it to the next event.
  2. Splash turns it red and Spawns three new particles from it, which go on to Bits. The red drop is deleted half a second after it arrived.
  3. Bits are smaller (scale 0.4), fall, and are deleted 0.4 s after they arrive.

A particle is in one event at a time, and runs only that event's operators.

Try these first

  • Edit FlowFountainBirthPer Frame: 300 is a light spray; 2,000 a thick one.
  • Edit FlowSplashSpawnCount: how many bits each drop bursts into.
  • Edit FlowFountainSpeedSpread: how wide the fountain opens.

Make it yours

  • Change what happens on the ground. Add operators to Splash, or wire Collide to a new event of your own (ShiftA in the flow editor adds one).
  • Turn an operator off to see what it does: each has a checkbox in the event's list.
  • Hit other objects. Name an object in Collide, and drops splash where they hit it too.

On this page