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Fx Force

fx_force

Adds a force field to an FxState2D document.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
FX
fx
FxState2D
Required
入力 FX state です

Output Ports

NameTypeDescription
FX
fx
FxState2D
force を追加した FX state です
フォース数
force_count
Int
現在の FX state に入っている force 数です
概要
summary
Text
この force を追加した後の FX state の短い概要です

Parameters

NameTypeDefaultRangeDescription / Options
種類
kind
Enum
Gravity

追加する力の種類です。重力、風、ドラッグ、乱流、渦から選びます

  • 重力Gravity
  • Wind
  • ドラッグDrag
  • 乱流Turbulence
  • Vortex
ベクトルX
vector_x
Float
0-8–8 / step 0.01

重力または風ベクトルの X 成分です

ベクトルY
vector_y
Float
0.25-8–8 / step 0.01

重力または風ベクトルの Y 成分です

中心X
center_x
Float
16-512–512 / step 0.1

渦 force の中心 X 座標です

中心Y
center_y
Float
16-512–512 / step 0.1

渦 force の中心 Y 座標です

強さ
strength
Float
0.8-8–8 / step 0.01

重力または渦 force 全体の強さです

半径
radius
Float
120–512 / step 0.1

渦 force が効く半径です

amount
Float
0.250–8 / step 0.01

風、ドラッグ、乱流で使う量です

スケール
scale
Float
80.1–128 / step 0.1

乱流ノイズの空間スケールです

速度
speed
Float
10–16 / step 0.01

乱流ノイズの時間変化の速さです

Overview

Adds a force (gravity, wind, drag, turbulence, or vortex) to FX particles. If the emitter controls how particles appear, a force controls how they move afterward. Forces create rising flames, drifting smoke, and fluttering snow.

Usage tips

  • Chaining forces is the standard pattern. For example, combine upward gravity with a little turbulence for fire, or weak downward gravity with wind and turbulence for snow. Two or three forces give an effect its characteristic motion.
  • When in doubt, add a small amount of turbulence. It quickly makes straight-line movement feel organic, but excessive amount turns the result into noise.

Related nodes

  • fx_emitter_2d — upstream particle emission
  • fx_rasterize — downstream conversion to an image
  • fx_domain_2d — foundation of the lane

Read this first

  • Fx Force changes only particle trajectories.
  • It does not change color or size.
  • The parameters shown depend on kind.
kind Active parameters
Gravity vector_x, vector_y, strength
Wind vector_x, vector_y, amount
Drag amount
Turbulence amount, scale, speed
Vortex center_x, center_y, strength, radius

When to use it

  • To make fire rise:
    • use gravity upward.
  • To move smoke sideways:
    • use wind.
  • To slow particles down:
    • use drag.
  • To add wandering motion:
    • use turbulence.
  • To create a swirl or rotation:
    • use vortex.

Example

Rising flames

  • kind = gravity
  • vector = [0, -0.2]
  • strength = 1.0

Crosswind

  • kind = wind
  • vector = [0.2, 0]
  • amount = 0.8

Wandering motion

  • kind = turbulence
  • amount = 0.25
  • scale = 8
  • speed = 1

Common sequence

FxDomain2D
  -> FxEmitter2D
  -> FxForce(gravity)
  -> FxForce(turbulence)
  -> FxRasterize

The basic way to use forces is to connect several in sequence and add their effects together.

Notes

  • Excessive drag leaves particles almost motionless.
  • Excessive turbulence looks more like noise than smoke or fire.
  • vortex adds tangential rotation around its center; it does not pull particles inward.
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Fx Force — PixPipeline Node Reference