FieldSettings(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
FieldSettings
(bpy_struct)¶ Field settings for an object in physics simulation
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apply_to_location
¶ Effect particles’ location
Type: boolean, default False
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apply_to_rotation
¶ Effect particles’ dynamic rotation
Type: boolean, default False
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distance_max
¶ Maximum distance for the field to work
Type: float in [0, inf], default 0.0
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distance_min
¶ Minimum distance for the field’s fall-off
Type: float in [0, 1000], default 0.0
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falloff_power
¶ Type: float in [0, 10], default 0.0
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falloff_type
¶ Type: enum in [‘SPHERE’, ‘TUBE’, ‘CONE’], default ‘SPHERE’
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flow
¶ Convert effector force into air flow velocity
Type: float in [0, 10], default 0.0
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guide_clump_amount
¶ Amount of clumping
Type: float in [-1, 1], default 0.0
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guide_clump_shape
¶ Shape of clumping
Type: float in [-0.999, 0.999], default 0.0
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guide_free
¶ Guide-free time from particle life’s end
Type: float in [0, 0.99], default 0.0
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guide_kink_amplitude
¶ The amplitude of the offset
Type: float in [0, 10], default 0.0
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guide_kink_axis
¶ Which axis to use for offset
Type: enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
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guide_kink_frequency
¶ The frequency of the offset (1/total length)
Type: float in [0, 10], default 0.0
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guide_kink_shape
¶ Adjust the offset to the beginning/end
Type: float in [-0.999, 0.999], default 0.0
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guide_kink_type
¶ Type of periodic offset on the curve
Type: enum in [‘NONE’, ‘CURL’, ‘RADIAL’, ‘WAVE’, ‘BRAID’, ‘ROTATION’, ‘ROLL’], default ‘NONE’
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guide_minimum
¶ The distance from which particles are affected fully
Type: float in [0, 1000], default 0.0
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harmonic_damping
¶ Damping of the harmonic force
Type: float in [0, 10], default 0.0
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inflow
¶ Inwards component of the vortex force
Type: float in [-10, 10], default 0.0
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linear_drag
¶ Drag component proportional to velocity
Type: float in [-2, 2], default 0.0
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noise
¶ Amount of noise for the force strength
Type: float in [0, 10], default 0.0
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quadratic_drag
¶ Drag component proportional to the square of velocity
Type: float in [-2, 2], default 0.0
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radial_falloff
¶ Radial falloff power (real gravitational falloff = 2)
Type: float in [0, 10], default 0.0
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radial_max
¶ Maximum radial distance for the field to work
Type: float in [0, 1000], default 0.0
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radial_min
¶ Minimum radial distance for the field’s fall-off
Type: float in [0, 1000], default 0.0
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rest_length
¶ Rest length of the harmonic force
Type: float in [0, 1000], default 0.0
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seed
¶ Seed of the noise
Type: int in [1, 128], default 0
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shape
¶ Which direction is used to calculate the effector force
Type: enum in [‘POINT’, ‘PLANE’, ‘SURFACE’, ‘POINTS’], default ‘POINT’
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size
¶ Size of the turbulence
Type: float in [0, inf], default 0.0
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strength
¶ Strength of force field
Type: float in [-inf, inf], default 0.0
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texture_mode
¶ How the texture effect is calculated (RGB & Curl need a RGB texture, else Gradient will be used instead)
Type: enum in [‘RGB’, ‘GRADIENT’, ‘CURL’], default ‘RGB’
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texture_nabla
¶ Defines size of derivative offset used for calculating gradient and curl
Type: float in [0.0001, 1], default 0.0
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type
¶ Type of field
NONE
None.FORCE
Force, Radial field toward the center of object.WIND
Wind, Constant force along the force object’s local Z axis.VORTEX
Vortex, Spiraling force that twists the force object’s local Z axis.MAGNET
Magnetic, Forcefield depends on the speed of the particles.HARMONIC
Harmonic, The source of this force field is the zero point of a harmonic oscillator.CHARGE
Charge, Spherical forcefield based on the charge of particles, only influences other charge force fields.LENNARDJ
Lennard-Jones, Forcefield based on the Lennard-Jones potential.TEXTURE
Texture, Forcefield based on a texture.GUIDE
Curve Guide, Create a force along a curve object.BOID
Boid.TURBULENCE
Turbulence, Create turbulence with a noise field.DRAG
Drag, Create a force that dampens motion.SMOKE_FLOW
Smoke Flow, Create a force based on smoke simulation air flow.
Type: enum in [‘NONE’, ‘FORCE’, ‘WIND’, ‘VORTEX’, ‘MAGNET’, ‘HARMONIC’, ‘CHARGE’, ‘LENNARDJ’, ‘TEXTURE’, ‘GUIDE’, ‘BOID’, ‘TURBULENCE’, ‘DRAG’, ‘SMOKE_FLOW’], default ‘NONE’
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use_2d_force
¶ Apply force only in 2D
Type: boolean, default False
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use_absorption
¶ Force gets absorbed by collision objects
Type: boolean, default False
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use_global_coords
¶ Use effector/global coordinates for turbulence
Type: boolean, default False
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use_gravity_falloff
¶ Multiply force by 1/distance²
Type: boolean, default False
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use_guide_path_add
¶ Based on distance/falloff it adds a portion of the entire path
Type: boolean, default False
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use_guide_path_weight
¶ Use curve weights to influence the particle influence along the curve
Type: boolean, default False
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use_max_distance
¶ Use a maximum distance for the field to work
Type: boolean, default False
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use_min_distance
¶ Use a minimum distance for the field’s fall-off
Type: boolean, default False
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use_multiple_springs
¶ Every point is effected by multiple springs
Type: boolean, default False
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use_object_coords
¶ Use object/global coordinates for texture
Type: boolean, default False
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use_radial_max
¶ Use a maximum radial distance for the field to work
Type: boolean, default False
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use_radial_min
¶ Use a minimum radial distance for the field’s fall-off
Type: boolean, default False
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use_root_coords
¶ Texture coordinates from root particle locations
Type: boolean, default False
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use_smoke_density
¶ Adjust force strength based on smoke density
Type: boolean, default False
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z_direction
¶ Effect in full or only positive/negative Z direction
Type: enum in [‘BOTH’, ‘POSITIVE’, ‘NEGATIVE’], default ‘BOTH’
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Inherited Properties
Inherited Functions
References