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59 Cards in this Set

  • Front
  • Back
Acceleration
Explicitly sets a particle’s acceleration.
Advect by Volumes
Advects particles by a velocity field defined by three volumes.
Age
Sets the ages and/or expected lifespan of particles.
Angular Velocity
Sets a particle’s angular velocity.
Attractor
Attracts or repels particles using a referenced Force SOP or Point SOP.
Attribute
Adds custom attributes to particles.
Attribute Transfer
Transfers point or vertex attributes from reference geometry onto particles.
Code
Inserts extra code in the particle system.
Collect
Merges particle streams together so you can act on them collectively.
Collision
Sets attributes on and/or groups particles when they collide with geometry.
Color
Changes a particle’s diffuse color and/or alpha.
Creep
Causes particles to stick to geometry.
Curl Noise
Applies a divergent free noise field to particles..
Drag
Applies drag to the velocity of particles.
Event
Generates events based on rules.
Fan
Applies force on particles like a cone-shaped fan.
Fetch
Imports particle streams from other networks.
Fireworks
Creates a simple fireworks system.
Follow
Makes particles follow a leader.
Force
Applies a global directional force, such as gravity.
Group
Creates and/or combines named groups of particles.
Hit Info
Manually sets attributes associated with collisions.
Instance
Renders instanced geometry on a particle.
Interact
Make particles attract or repel other particles.
Kill
Kills particles based on expressions.
Limit
Creates collisions when particles reach a limit boundary.
Lineage
Manually sets attributes associated with the particle’s family tree.
Location
Emits particles at a location in space.
Lookat
Rotates particles so they point in a certain direction.
Null
Passes inputs through unaffected.
Orbit
Makes particles orbit a center-point.
Position
Explicitly sets a particle’s position.
Property
Manually set physical attributes.
Proximity
Sets attributes on and/or creates groups of particles based on which other particles are nearby.
Render
Controls how particles render.
Resistance
Calculates air or water resistance on instanced geometry.
Rotation
Rotates the particle frame of reference, allowing instanced geometry to point in a different direction from the particle motion.
SPH Density Test
Kills particles if the surrounding region exceeds a certain density.
Soft Body
Performs soft body deformations similar to the Spring SOP.
Soft Limit
Creates a boundary collisions like Limit, but with spongier bounces.
Source
Emits particles from geometry.
Speed Limit
Enforces minimum and maximum velocities.
Split
Splits (emits) particles from existing particles.
Sprite
Changes sprite rendering attributes like texture coordinates, SHOP, rotation, and size.
State
Sets the state information of particles.
Stream
Emit particles from areas where streams of particles mix.
Subnetwork
Encapsulates the functionality of a POP network inside a node.
Suppress Rule
Turns off default rules controlling particle behavior.
Switch
Switches between input streams.
Torque
Rotates particles around another point.
Translation
Moves the particle frame of reference, offsetting instanced geometry from the particle position.
Turn
Changes the direction of particles without affecting speed.
Up Vector
Manually sets a particle’s up vector.
VEX
Executes VEX code to modify particles.
VEX Sprinkler
Simulates a sprinkler.
VOP POP
Contains a VOP network that can manipulate particle attributes.
Velocity
Explicitly sets a particle’s velocity.
Velocity Stream
Emits a stream of evenly-spaced particles from geometry.
Wind
Pushes particles up to a maximum speed.