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Particle Sim

The Particle Sim mode runs a Lagrangian spring simulation on the GPU. Each particle has a rest position it is pulled back toward; force generators apply impulses that scatter, spin, or drag particles away from rest. The result is elastic, bouncy motion with a physical feel.

← Point Cloud Displacement overview

  1. Open the Point Cloud Displacement card in the inspector
  2. Click the PARTICLE SIM toggle to enable it

When Particle Sim is active, the FLUID DISPLACEMENT and TRACK DISPLACEMENT sections become inactive — Particle Sim takes exclusive ownership of position integration. NOISE still stacks on top.

ParameterDescription
SpringHow strongly particles are pulled back to their rest position — higher = snappier return
DampingReduces oscillation as particles return to rest — higher = quicker settle, less bounce
FrictionFixed speed subtracted from each particle per frame — higher = particles slow and settle dead; 0 = off
StrengthScales how far particles can be displaced from rest

Reset Particles snaps all particles immediately back to their rest positions.

Click Add Force to add a generator. Each force has Strength, Pos X/Y/Z, Radius, and a Falloff mode that controls how the force diminishes with distance (Linear, Quadratic, or None).

Force typeWhat it doesExtra parameters
DirectionalPushes particles in a fixed directionDir X, Dir Y, Dir Z
Radial OutPushes particles outward from the emitter
Radial InPulls particles inward toward the emitter
RotationSpins particles around an axisSpin X, Spin Y, Spin Z
Vortex SinkSwirling inward drainSpin X/Y/Z (axis), Pull, Lift
PulseOne-shot impulse triggered by a mappable triggerTrigger, Decay
NoiseTurbulent per-particle force fieldScale, Speed
DragSlows particles proportional to their velocity

Up to 8 force generators can run simultaneously.

All force parameters are full modulation targets — right-click any slider to map it to an LFO, sequencer, audio range, MIDI, or OSC. Map a Pulse trigger to an audio onset or MIDI note for beat-reactive explosions.