Particles node

Particle Collider

Defines a collision surface for particles within a Particle System. Supports four shape types — infinite plane, sphere, box, and line — each with configurable bounciness and friction to control how particles interact with the surface.

Inputs

PortTypeDefault
EnableOff removes this surface from the simulation entirely and particles pass straight through it.booltrue
ShowDraws the collision surface in the output so you can see where it sits. For a Geometry collider it draws the mesh as a cyan wireframe AND lights every contact as an orange tick along the surface normal — where particles hit, and which way they were pushed. A viewing aid only — the physics are the same either way.boolfalse
TypeParent 3D Scene needs NO cable: when this system's Particles feed a 3D Particles child, the collider follows that wire backwards and collides against the scene's whole merged geometry — the forward cable is the only one you draw.int0
Dimension3D collides in full space; 2D flattens the contact into the XY plane and ignores depth. Only the 3D setting counts as 3D — anything else reads as 2D.int0

Outputs

PortType
Configstructure

Collider Types

  • Infinite Plane — An unbounded flat surface defined by a position and a normal direction. Particles hitting the plane bounce off according to the normal vector. Useful for ground planes and walls.
  • Sphere — A spherical boundary defined by a center point and radius. Particles collide with the sphere's surface, bouncing outward. Works well for containment fields or obstacle avoidance.
  • Box — A rectangular volume defined by a center point and size in each axis. Particles collide with the box faces. Suitable for room boundaries or rectangular obstacles.
  • Line — A line segment between two points (2D only). Particles collide with the line as if it were a thin wall. Useful for creating angled barriers in 2D particle setups.

How It Works

Particle Collider defines a collision surface that particles in a Particle System react to. Connect the Config output to the Particle System's Collider input. When particles reach the collider boundary, they bounce off based on the bounciness parameter — a value of 0 fully absorbs the particle's velocity on impact, while a value of 1 produces a perfect elastic bounce. Friction reduces the particle's tangential velocity along the surface on contact.

Enabling the Show toggle renders a debug wireframe of the collider shape directly in the output viewport, making it easy to position and size the collider relative to the particle emission area.

Use Cases

  • Creating a ground plane for gravity-based particle effects (rain, snow, sparks)
  • Building enclosed spaces where particles bounce within walls
  • Adding spherical obstacles for particles to flow around
  • Defining line barriers for 2D particle simulations
  • Prototyping collision layouts with debug wireframe visualization

Tips

  • Start with bounciness at 0.5 for natural-looking bounces, then adjust to taste
  • Use the Show toggle during setup to visually align the collider with your scene
  • Combine multiple Particle Collider nodes for complex collision environments
  • Line colliders are 2D only — use Box or Sphere for 3D scenes
  • A bounciness of 0 effectively stops particles at the surface, useful for accumulation effects

Open Particle Collider in the interactive catalog →

Particle Collider is one of 381 nodes in Grafit Pro.

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More Particles nodes