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ParticlesIntermediate

pBounce

Particle collision and rebound

Makes particles collide with a defined region and rebound with configurable elasticity, roughness, spin and surface motion.

pBounce
DaVinci Resolve · Fusion

pBounce adds collision-like behavior to classic Fusion particle systems by treating a region as a surface.

Overview

What pBounce does

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.

Mental model

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.

Common uses

Bouncing sparks
Confetti hitting a floor
Particle collisions with spheres or rectangles
Stylized debris rebound
Create boundary interactions in a particle scene

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Particles

Particle stream processed by this node.

Region / Mask / Geometry

Input used by pBounce.

pBounce
Fusion node

Particles

The processed particle stream.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Random Seed

Sets the random seed so a procedural variation can be reproduced.

Reseed

Sets the random seed so a procedural variation can be reproduced.

Time Lock

Locks procedural randomness to time so the same frame evaluates consistently.

Elasticity

Controls how much velocity is retained after a collision.

Variance

Adds randomness to bounce behavior.

Spin

Adds or modifies particle rotation during collision.

Roughness

Makes the reflection less perfectly smooth.

Surface Motion

Transfers motion from the collision surface.

Surface Motion Direction

Sets the direction of the moving collision surface.

Probability

Controls what fraction of eligible collisions are applied.

Age Start / End

Limits collision behavior by particle age.

Set Mode

Selects the Set Mode used by pBounce.

Set 1–32

Chooses which particle sets are affected by this operation.

Region

Defines the collision surface and its shape.

Region: All

Uses All as the active region.

Region: Bezier

Uses Bezier as the active region.

Region: Bitmap

Uses Bitmap as the active region.

Region: Cube

Uses Cube as the active region.

Region: Line

Uses Line as the active region.

Region: Mesh

Uses Mesh as the active region.

Region: Rectangle

Uses Rectangle as the active region.

Region: Sphere

Uses Sphere as the active region.

Start Pick

Lets you place the collision region’s start point directly in the Viewer.

Start X/Y/Z Offset

Sets the X, Y and Z components of start.

End Pick

Lets you place the collision region’s end point directly in the Viewer.

End X/Y/Z Offset

Sets the X, Y and Z components of end.

Practical setup

A reliable workflow

  1. 1

    Create particles and give them motion toward the collision area.

  2. 2

    Add pBounce and choose an appropriate Region.

  3. 3

    Place the region where particles actually intersect it.

  4. 4

    Set Elasticity and Roughness.

  5. 5

    Add variance or spin for a less mechanical result.

  6. 6

    Render through pRender.

Typical node chain
pEmitter
pBounce
pFriction
pRender

Examples

Where this node fits in real work

Sparks on a floor

Falling particles hit a horizontal region and rebound.

pEmitterpDirectionalForcepBouncepRender

Particle sphere collision

Particles bounce from a spherical boundary.

pEmitterpBouncepTurbulencepRender

Troubleshooting

Common mistakes

Placing the collision region away from the particle path.
Using perfect elasticity and zero roughness so every bounce looks identical.
Expecting realistic rigid-body physics from a stylized particle collision node.

Production notes

Practical tips

Visualize and position the region before fine-tuning bounce values.
Use some roughness and variance for organic effects.
Combine friction after bounce when particles should lose energy over time.

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