
Repulsion Bounce is an operator that lets you create particle
dynamic effects between two different particle Groups or multiple particles
within one group. A particle bounce, repulsion or rotation is initiated
as soon as ON Input Data Stream receives a true value. In many cases,
you would use a Distance
Condition or a PPassAB
Initiator to trigger the Repulsion Bounce operator, but most other conditions
would also work.
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off'. You
can connect other operators to this input channel such as a Bool
Helper to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
ParticleA - (Particle) This input data stream reads in the first
selected particle Group that is to be used as the source for particle
collision. This data stream MUST be connected and will
be highlighted yellow if it is not.
ParticleB - (Particle) This input data stream reads in the second
selected particle group that is to be used as the source for particle
collision. This data stream MUST be connected and will
be highlighted yellow if it is not.
You can pipe the same particle Group into both inputs above to have particles within one Group interact.
Repulsion - (Scalar) This
input data stream is used to override the Repulsion spinner value.
Bounce - (Scalar) This input data stream is used to override the
Bounce spinner value.
Elasticity - (Scalar) This input data stream is used to override
the Bounce Elast. spinner value.
Mass - (Scalar) This input data stream is used to override the
Mass spinner value.
Rotation - (Scalar) This input data stream is used to override
the Rotation spinner value.
No Operator Outputs.*

Repulsion - Repulsion is an effect where the particles pull or
push (depends on the positive or negative value) each other. A value of
1.0 will pull the particles away from each other with the same amount
of energy (speed) while larger values will add energy to the repulsion
effect and smaller values will subtract energy from the repulsion effect.
Bounce - Bounce is a dynamic effect that usually occurs when two
or more particles collide. Depending on various other parameters (Mass,Speed
. . .) the effect may also be used to accelerate particles in their direction
of travel when they collide. The Bounce parameter works as an energy
multiplier value. A value of 1.0 means that the unmodified energy amounts
are exchanged. Values greater than 1.0 will add energy (speed) when a
collision occurs.
Bounce Elast. - There are two ways of collision handling in the
mathematical world of physics. One, represents a perfect collision (Full
Elastic Bounce) and the other represents an imperfect collision (Non-Elastic
Bounce). A value of 1.0 creates a perfect mathematical bounce with no
loss of energy. Values below 1.0 reduce the amount of energy when a collision
occurs and vice versa. The exchange of energy is defined by this value.
How much energy do both collision partners have afterwards? For example,
a value of 0.5 means that each particle gets 1/2 of the collision impulse.
Mass - Without proper mass handling, any dynamic simulation will
fail or look unreal. thinkingParticles handles particle masses in a physically
correct manner. All dynamic features are based on the energy a particle
may create by its properties (mass and speed). This multiplier value increases
the mass difference between the colliding parties without changing the
actual Masses of the individual particles.
Rotation - The Rotation spinner applies a rotational value to
particles that are repulsed due to collisions with other particles. A
value of 0.0 will cause particles that have collided to not spin at all,
while values higher than 0.0 will create rotational values on the collided
particles.