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
| Port | Type | Default |
|---|---|---|
| EnableOff removes this surface from the simulation entirely and particles pass straight through it. | bool | true |
| 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. | bool | false |
| 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. | int | 0 |
| 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. | int | 0 |
Outputs
| Port | Type |
|---|---|
| Config | structure |
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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