
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.
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.
No Operator Outputs.

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.