Random Seed
Changes probabilistic variation reproducibly.
Damp particle velocity and spin
Gradually reduces particle movement and rotation, simulating drag, air resistance or a thicker medium.
pFriction is a damping node for particle velocity and spin. It is useful whenever a particle system needs to slow down naturally instead of stopping abruptly.
Overview
Velocity Friction reduces translational movement while Spin Friction reduces particle rotation. The two can be tuned independently.
Conditions and regions make it possible to slow only selected particles, selected ages or particles entering a specific area.
Placed after a force or vortex, pFriction can help a particle system settle and feel more physically controlled.
Think of pFriction as invisible drag: the particle keeps moving, but the medium steadily takes energy away from its motion and spin.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Particle stream processed by this node.
Input used by pFriction.
Particles with damped velocity and/or spin.
Inspector
Start with these controls before reaching for more complicated workarounds.
Changes probabilistic variation reproducibly.
Sets the random seed so a procedural variation can be reproduced.
Locks procedural randomness to time so the same frame evaluates consistently.
Controls how strongly translational speed is reduced.
Controls how strongly particle rotation is reduced.
Affects only some particles when reduced.
Sets the particle-age range affected by this operation.
Particle age is measured over the particle lifetime; use the start and end values to limit where the behavior becomes active.
Sets the particle-age range affected by this operation.
Particle age is measured over the particle lifetime; use the start and end values to limit where the behavior becomes active.
Defines the range over which this operation is active.
Selects the Set Mode used by pFriction.
Excludes Sets from the operation.
Chooses which particle sets are affected by this operation.
Selects the particle region type.
Chooses the geometric region used by the particle operation. Available region types include Ignore region, When intersecting region, When inside region, When not intersecting region, When not inside region, When entering region, and When leaving region.
Excludes region from the operation.
Applies the operation while particles intersect the region.
Applies the operation while particles are inside the region.
Applies the operation while particles do not intersect the region.
Applies the operation while particles are outside the region.
Triggers the operation when particles enter the region.
Triggers the operation when particles leave the region.
Selects the particle region type.
Chooses the geometric region used by the particle operation.
Applies the particle operation across the full region or particle set.
Uses a Bezier-shaped region for the particle operation.
Uses a bitmap-defined region for the particle operation.
Uses a cube-shaped region for the particle operation.
Uses a line region for this particle operation.
Uses a mesh-based region for the particle operation.
Uses a rectangular region for the particle operation.
Uses a spherical region for the particle operation.
Practical setup
Build the particle motion with emitter and force nodes.
Insert pFriction after the force that should be damped.
Raise Velocity Friction gradually.
Add Spin Friction only when particle orientation needs damping.
Use a region when friction should act only in one zone.
Examples
Turbulent particles slow down before rendering.
Particles spiral, then gradually lose speed.
Troubleshooting
Production notes
Related nodes