Particles node

Rope Attract

A point attractor (or repeller) for a Rope System, with a choice of Circle or Rectangle falloff and an on-canvas gizmo so you can see exactly what it grabs. Negative strength repels. It is the force node you use to shape cables — to gather them into a column, push them away from the frame center, or lift a heap of floor cables into the air.

Inputs

PortTypeDefault
EnableOff removes this attractor from the system.booltrue
ShowDraws the attractor outline and its pull arrows in the viewport so you can aim it. Purely a guide — it does not change the physics.booltrue
ShapeThe capture volume: Circle pulls with a radial falloff, Rectangle grips inside a box. Anything above the halfway point counts as Rectangle.int0
Position XHorizontal centre of the attractor, in Grafit units. Not clamped.float0
Position YVertical centre of the attractor, in Grafit units. Not clamped.float0
RadiusReach of the circular attractor, in Grafit units — the pull fades to nothing at the edge. Lifted to at least 0.01. Only used with the Circle shape.float0.8
Size XWidth of the rectangular capture zone, in Grafit units. Lifted to a tiny minimum; keep it narrow for a tight lateral grip. Only used with the Rectangle shape.float0.3
Size YHeight of the rectangular capture zone, in Grafit units. Tall and narrow lifts floor cables from far away. Only used with the Rectangle shape.float1.6
StrengthHow hard the point pulls, on the same scale as gravity where 1 is cable weight. Not clamped, and negatives repel instead of attracting.float1.0

Outputs

PortType
Configstructure

How It Works

Rope Attract is one of the four stacking force nodes inside a Rope System. Each frame it emits a Config structure; the container gathers all enabled forces (up to 16) and the GPU solver evaluates and sums them per particle, per substep. Attraction combines freely with gravity, wind and turbulence — a classic combination is gravity down plus a repeller in the middle, so cables part around an invisible obstacle.

Two zone shapes, chosen by the Shape dropdown, with the inspector hiding the ports that don't apply:

ShapeValueFalloffRelevant ports
Circle0Radial, fading out to RadiusRadius
Rectangle1Axis-aligned box zoneSize X, Size Y

The rectangle mode is the reason this node exists in two flavours: a tall, narrow rectangle (the defaults, Size X 0.3 × Size Y 1.6) reaches far vertically while keeping a tight lateral grip, so it can lift cables lying on a floor collider from a long way off without dragging everything sideways. A circle is the natural choice for a general gravity well.

Strength follows the same calibration as the other rope forces: 1.0 corresponds to 2.5 Grafit units/s². Negative values invert the field into a repeller. Like all rope forces, attraction is a pure function of position — it can never tear a cable on its own.

Show draws the zone live in the render view: the shape outline plus directional arrows indicating pull or push, so you can position the attractor by eye instead of by trial and error.

Parameters in Depth

PortTypeDefaultMeaning
EnableBooltrueOff removes this force from the simulation entirely.
ShowBooltrueDraws the zone outline and pull arrows in the render viewport.
ShapeInt00 = Circle (uses Radius), 1 = Rectangle (uses Size X / Size Y). Dropdown in the inspector.
Position XFloat0Attractor center, horizontal, in Grafit units.
Position YFloat0Attractor center, vertical, in Grafit units.
RadiusFloat0.8Circle mode: falloff radius in Grafit units (minimum 0.01). Hidden in Rectangle mode.
Size XFloat0.3Rectangle mode: full width of the zone in Grafit units. Hidden in Circle mode.
Size YFloat1.6Rectangle mode: full height of the zone. Tall and narrow lifts floor cables from afar.
StrengthFloat1.0Pull magnitude; 1.0 ≈ 2.5 Grafit units/s². Negative repels.

Output: Config (structure) — collected automatically by the parent Rope System.

Use Cases

  • Gathering column — Rectangle shape, Size X 0.25, Size Y 1.8, Strength 1.5, plus Rope Gravity: cables from all over the frame rise and braid into a vertical column.
  • Invisible obstacle — Circle, Radius 0.6, Strength −1.2 at frame center: a hanging curtain of cables parts around an empty space in the middle.
  • Mouse magnet — Mouse node X/Y → system wildcard + → Position X / Position Y: cables chase the cursor around the viewport, with Show on so the pull radius is visible while performing.
  • Beat pulse — Audio Beat Detection Kick probability → Math (scale to −2…2) → Strength: cables are yanked in on the beat and released between hits.
  • Two-pole field — one attractor at Position X −0.7 and a repeller at +0.7: cables flow from one pole to the other, a visible field line pattern.
  • Floor lift — a Rope Collider floor at Y −0.6 with cables resting on it, then a tall Rectangle attractor above: strands peel off the ground one by one as Strength rises.

Tips

  • Size X and Size Y are full dimensions (the node halves them internally), so a Size Y of 1.6 spans from −0.8 to +0.8 around Position Y.
  • Switching Shape hides the irrelevant ports in the inspector — Radius disappears in Rectangle mode, Size X/Y in Circle mode — but the stored values survive the switch.
  • Keep Show on while designing and off in performance: the gizmo draws in the render viewport, not just the editor.
  • Attraction stacks: multiple Rope Attract nodes make multi-well fields, and each can be independently animated.
  • If cables snap taut against an attractor and jitter, the cure is the Rope's Damping or the system's Quality tier, not a weaker attractor.
  • With several Rope Systems open, each draws its own gizmos — the overlay you see belongs to the system that owns the node.

Open Rope Attract in the interactive catalog →

Rope Attract is one of 381 nodes in Grafit Pro.

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