Bubble Motion Operator

 

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The Bubble Motion Operator is a special purpose operator that adds a secondary motion to the particles so that they behave like air bubbles rising from the deep sea.

While ideally suited for underwater animations, you can also use this operator in many other situations. For example, it may be also perfect for creating a chaotic vortex or similar structures.

Operator Inputs 

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.

Particle
- (Particle) This input data stream reads in the currently selected particle group that is to be used to apply bubble motion to. The data stream MUST be connected and will be highlighted yellow if it is not.

Amplitude
- (Scalar) This input data stream is used to override the Amplitude spinner in the Bubble Motion rollout.

Amplitude Variation
- (Scalar) This input data stream is used to override the Variation [%] spinner in the Bubble Motion rollout.

Period
- (Scalar) This input data stream is used to override the Speed spinner in the Bubble Motion rollout.

Period Variation
- (Scalar) This input data stream is used to override the Variation [%] spinner in the Bubble Motion rollout.

Phase Variation
- (Angle) This input data stream is used to override the Phase Var. [*] spinner in the Bubble Motion rollout.

Operator Outputs
 

No Operator Outputs.

Rollout Menu 

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Amplitude
- This spinner sets the amplitude of the bubble motion. The amplitude represents the maximum length particles move away from their original position. Higher amplitude values will result in far more spread out particle paths and effects.

Variation [%]
- You may vary the amplitude for each single particle to avoid getting an artificial, computer-generated look. Higher variation percentage values will result in more noise within the particle group.

Speed
- Usually, rising air bubbles jitter rapidly on their way to the water surface. This parameter lets you freely set the jitter speed for the bubble motion effect.

Variation [%]
- Use this parameter, to avoid giving every particle the exact same jitter speed. Higher percentage values will create more variation in bubble motion speed within the group.

Phase Var. [*]
- Another problem that can appear when you start using multiple Bubble Motion operators in one scene or particle system is that you generally don't want to have all particles with the exact same motion or trajectory. To counter this effect, you need to change the Phase Variation spinner to make the motion of each group of particles unique.