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Effects & Atmosphere

Force fields

Invisible fields that push, pull, swirl, or roughen nearby particles, with per-emitter routing so each field affects only what you want.

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A force field influences particles within its radius: to swirl a cloud, suck it inward, blow it sideways, or rough it up. Add one with Create ▸ Force Field, then tune it in the Force Field section of Properties.

Field types

TypeEffect
VortexParticles swirl around the field's axis.
Gravity wellPulls particles inward toward the center.
WindPushes particles in one direction.
TurbulenceAdds chaotic curl-noise jitter.
PointerThe visitor's own cursor or finger. Moving or dragging pulls particles toward it and blows them along the direction of travel at the same time; a click or tap sends a ripple expanding outward from that spot.

Aim a Wind or Vortex field by rotating the node: both use its local +Y axis. In the editor a field draws as a translucent sphere of influence (with an arrow for Wind/Vortex) so you can see its reach.

The Pointer field

This is the one field a visitor drives. It never steals the click, so orbiting, links and tap actions all keep working exactly as they did.

A cursor is a ray and a force needs a point, so you choose the depth it lands at with Cursor depth: Facing the viewer puts it on a plane through this node that always faces the camera (reachable anywhere on screen), and Flat, at this node's height puts it on a horizontal slice, drawn as a ring, for effects on a floor or a table. Either way the node's position is what sets that depth, so it is still worth placing.

  • Magnet and Drag wind both multiply Strength. Set either to 0 to use only the other: magnet alone is a cloud that follows the cursor, wind alone is a wake that only appears while you move.
  • Settle is how fast particles shed the speed this field gave them. Lower for a loose, floaty trail; higher for a tight cloud stuck to the cursor. At 0 nothing ever settles, so a long visit ends with everything either collapsed on the cursor or blown out of frame.
  • Ripple push, Ripple speed and Ripple width shape the tap. Ripple push 0 turns taps off entirely. A ripple always finishes expanding even after the finger lifts, and retires once it reaches the field's Radius.
The editor keeps it still on purpose A Pointer field stays inert in the editor viewport so it can't fight the move gizmo while you build. Switch on Play in the editor viewport (in the Animation section of any node) to try it. Published scenes and the preview always run it, unless the visitor has asked for reduced motion.

Field controls

  • Field active: uncheck to switch the force off while keeping the node where it is. This is the control that turns a field on and off; the outliner eye only hides its gizmo, and particles keep feeling a hidden field.
  • Radius: the sphere of influence.
  • Strength: how hard it pushes. Negative strength inverts the field: gravity repels, wind reverses.
  • Falloff: Constant, Linear, or Inverse-square across the radius.
  • Frequency: turbulence only; the scale of the noise.

Affinity routing

By default a field affects every emitter in the scene. But each emitter has a Force-field affinity control (it appears once a field exists): uncheck "Affected by all fields" and tick only the fields you want this emitter to feel. So one vortex can spin your sparks while leaving the smoke alone.

Grass listens to wind, not whirlpools Grass blades only respond to Wind and Turbulence fields (which bend and ripple them), and to a Pointer field while it is being dragged, which parts the grass under a finger. Vortex and Gravity fields are ignored by grass, and so are pointer ripples: a rooted blade has nothing to be shoved outward.
Spotted something off, or want a topic covered? Email hello@3dcms.info.