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ParticlesIntermediate

pFriction

Damp particle velocity and spin

Gradually reduces particle movement and rotation, simulating drag, air resistance or a thicker medium.

pFriction
DaVinci Resolve · Fusion

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

What pFriction does

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.

Mental model

Think of pFriction as invisible drag: the particle keeps moving, but the medium steadily takes energy away from its motion and spin.

Common uses

Slow sparks after an impulse
Make dust settle
Dampen a vortex
Create viscous particle motion
Reduce particle spin over time

Flow anatomy

Inputs & outputs

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

Particles

Particle stream processed by this node.

Region

Input used by pFriction.

pFriction
Fusion node

Particles

Particles with damped velocity and/or spin.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Random Seed

Changes probabilistic variation reproducibly.

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.

Velocity Friction

Controls how strongly translational speed is reduced.

Spin Friction

Controls how strongly particle rotation is reduced.

Probability

Affects only some particles when reduced.

Age Start

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.

Age End

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.

Age Range

Defines the range over which this operation is active.

Set Mode

Selects the Set Mode used by pFriction.

Ignore Sets

Excludes Sets from the operation.

Set 1–32

Chooses which particle sets are affected by this operation.

Region Mode

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.

Ignore region

Excludes region from the operation.

When intersecting region

Applies the operation while particles intersect the region.

When inside region

Applies the operation while particles are inside the region.

When not intersecting region

Applies the operation while particles do not intersect the region.

When not inside region

Applies the operation while particles are outside the region.

When entering region

Triggers the operation when particles enter the region.

When leaving region

Triggers the operation when particles leave the region.

Region

Selects the particle region type.

Chooses the geometric region used by the particle operation.

All

Applies the particle operation across the full region or particle set.

Bezier

Uses a Bezier-shaped region for the particle operation.

Bitmap

Uses a bitmap-defined region for the particle operation.

Cube

Uses a cube-shaped region for the particle operation.

Line

Uses a line region for this particle operation.

Mesh

Uses a mesh-based region for the particle operation.

Rectangle

Uses a rectangular region for the particle operation.

Sphere

Uses a spherical region for the particle operation.

Practical setup

A reliable workflow

  1. 1

    Build the particle motion with emitter and force nodes.

  2. 2

    Insert pFriction after the force that should be damped.

  3. 3

    Raise Velocity Friction gradually.

  4. 4

    Add Spin Friction only when particle orientation needs damping.

  5. 5

    Use a region when friction should act only in one zone.

Typical node chain
Particle force
pFriction
pRender

Examples

Where this node fits in real work

Settling dust

Turbulent particles slow down before rendering.

pEmitterpTurbulencepFrictionpRender

Vortex decay

Particles spiral, then gradually lose speed.

pEmitterpVortexpFrictionpRender

Troubleshooting

Common mistakes

Using too much friction and freezing the system instantly.
Expecting friction to create motion rather than reduce existing motion.
Forgetting active region or age restrictions.

Production notes

Practical tips

Add forces first, damping second.
Use moderate friction over more frames for a smoother physical result.
Separate Velocity and Spin damping instead of assuming they should match.

Related nodes