FieldSettings(bpy_struct)

base class — bpy_struct

class bpy.types.FieldSettings(bpy_struct)

Field settings for an object in physics simulation

apply_to_location

Effect particles’ location

Type :boolean, default False
apply_to_rotation

Effect particles’ dynamic rotation

Type :boolean, default False
distance_max

Maximum distance for the field to work

Type :float in [0, 1000], default 0.0
distance_min

Minimum distance for the field’s fall-off

Type :float in [0, 1000], default 0.0
falloff_power

Falloff power (real gravitational falloff = 2)

Type :float in [0, 10], default 0.0
falloff_type
Type :enum in [‘SPHERE’, ‘TUBE’, ‘CONE’], default ‘SPHERE’
flow

Convert effector force into air flow velocity

Type :float in [0, 10], default 0.0
guide_clump_amount

Amount of clumping

Type :float in [-1, 1], default 0.0
guide_clump_shape

Shape of clumping

Type :float in [-0.999, 0.999], default 0.0
guide_free

Guide-free time from particle life’s end

Type :float in [0, 0.99], default 0.0
guide_kink_amplitude

The amplitude of the offset

Type :float in [0, 10], default 0.0
guide_kink_axis

Which axis to use for offset

Type :enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
guide_kink_frequency

The frequency of the offset (1/total length)

Type :float in [0, 10], default 0.0
guide_kink_shape

Adjust the offset to the beginning/end

Type :float in [-0.999, 0.999], default 0.0
guide_kink_type

Type of periodic offset on the curve

Type :enum in [‘NONE’, ‘CURL’, ‘RADIAL’, ‘WAVE’, ‘BRAID’, ‘ROTATION’, ‘ROLL’], default ‘NONE’
guide_minimum

The distance from which particles are affected fully

Type :float in [0, 1000], default 0.0
harmonic_damping

Damping of the harmonic force

Type :float in [0, 10], default 0.0
inflow

Inwards component of the vortex force

Type :float in [-10, 10], default 0.0
linear_drag

Drag component proportional to velocity

Type :float in [-2, 2], default 0.0
noise

Amount of noise for the force strength

Type :float in [0, 10], default 0.0
quadratic_drag

Drag component proportional to the square of velocity

Type :float in [-2, 2], default 0.0
radial_falloff

Radial falloff power (real gravitational falloff = 2)

Type :float in [0, 10], default 0.0
radial_max

Maximum radial distance for the field to work

Type :float in [0, 1000], default 0.0
radial_min

Minimum radial distance for the field’s fall-off

Type :float in [0, 1000], default 0.0
rest_length

Rest length of the harmonic force

Type :float in [0, 1000], default 0.0
seed

Seed of the noise

Type :int in [1, 128], default 0
shape

Which direction is used to calculate the effector force

Type :enum in [‘POINT’, ‘PLANE’, ‘SURFACE’, ‘POINTS’], default ‘POINT’
size

Size of the turbulence

Type :float in [0, 10], default 0.0
source_object

Select domain object of the smoke simulation

Type :Object
strength

Strength of force field

Type :float in [-inf, inf], default 0.0
texture

Texture to use as force

Type :Texture
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’
texture_nabla

Defines size of derivative offset used for calculating gradient and curl

Type :float in [0.0001, 1], default 0.0
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’
use_2d_force

Apply force only in 2D

Type :boolean, default False
use_absorption

Force gets absorbed by collision objects

Type :boolean, default False
use_global_coords

Use effector/global coordinates for turbulence

Type :boolean, default False
use_guide_path_add

Based on distance/falloff it adds a portion of the entire path

Type :boolean, default False
use_guide_path_weight

Use curve weights to influence the particle influence along the curve

Type :boolean, default False
use_max_distance

Use a maximum distance for the field to work

Type :boolean, default False
use_min_distance

Use a minimum distance for the field’s fall-off

Type :boolean, default False
use_multiple_springs

Every point is effected by multiple springs

Type :boolean, default False
use_object_coords

Use object/global coordinates for texture

Type :boolean, default False
use_radial_max

Use a maximum radial distance for the field to work

Type :boolean, default False
use_radial_min

Use a minimum radial distance for the field’s fall-off

Type :boolean, default False
use_root_coords

Texture coordinates from root particle locations

Type :boolean, default False
use_smoke_density

Adjust force strength based on smoke density

Type :boolean, default False
z_direction

Effect in full or only positive/negative Z direction

Type :enum in [‘BOTH’, ‘POSITIVE’, ‘NEGATIVE’], default ‘BOTH’

Inherited Properties

Inherited Functions

References

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