Random Seed
Sets the random seed so a procedural variation can be reproduced.
Particle collision and rebound
Makes particles collide with a defined region and rebound with configurable elasticity, roughness, spin and surface motion.
pBounce adds collision-like behavior to classic Fusion particle systems by treating a region as a surface.
Overview
The region can represent a line, rectangle, sphere, bitmap, mesh or another supported shape. Particles that intersect it can change velocity as if they struck a physical surface.
Elasticity controls how much speed is preserved in the bounce. Roughness and variance prevent every collision from reflecting in exactly the same direction.
Surface Motion can transfer motion from the collision surface to particles, while age, probability and set controls determine which particles participate.
Think of pBounce as an invisible collision surface with adjustable material properties: particles hit it, lose or preserve energy, and leave in a new direction.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Particle stream processed by this node.
Input used by pBounce.
The processed particle stream.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the random seed so a procedural variation can be reproduced.
Sets the random seed so a procedural variation can be reproduced.
Locks procedural randomness to time so the same frame evaluates consistently.
Controls how much velocity is retained after a collision.
Adds randomness to bounce behavior.
Adds or modifies particle rotation during collision.
Makes the reflection less perfectly smooth.
Transfers motion from the collision surface.
Sets the direction of the moving collision surface.
Controls what fraction of eligible collisions are applied.
Limits collision behavior by particle age.
Selects the Set Mode used by pBounce.
Chooses which particle sets are affected by this operation.
Defines the collision surface and its shape.
Uses All as the active region.
Uses Bezier as the active region.
Uses Bitmap as the active region.
Uses Cube as the active region.
Uses Line as the active region.
Uses Mesh as the active region.
Uses Rectangle as the active region.
Uses Sphere as the active region.
Lets you place the collision region’s start point directly in the Viewer.
Sets the X, Y and Z components of start.
Lets you place the collision region’s end point directly in the Viewer.
Sets the X, Y and Z components of end.
Practical setup
Create particles and give them motion toward the collision area.
Add pBounce and choose an appropriate Region.
Place the region where particles actually intersect it.
Set Elasticity and Roughness.
Add variance or spin for a less mechanical result.
Render through pRender.
Examples
Falling particles hit a horizontal region and rebound.
Particles bounce from a spherical boundary.
Troubleshooting
Production notes
Related nodes