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pAvoid Node

By Kriss Norde

pAvoid gives particles a "desire to avoid" a defined region. Particles steer around the area before reaching it (steering behavior), unlike pBounce, which bounces after impact. Use it for natural obstacles, flow routing around objects and crowd avoidance behaviors.

Overview

pAvoid applies an anticipated repulsive force to particles approaching the region: the closer a particle gets to the region, the stronger the avoidance vector. The result: trajectories that naturally steer around the obstacle.

Unlike a negative pPoint Force (omnidirectional radial repulsion), pAvoid computes the escape vector relative to the specific region - directional steering out of the area.

Where to find this node

  • Effects Library: Tools > Particles > pAvoid
  • Quick add: right-click in the Node Editor → Add Tool > Particles > pAvoid

pAvoid vs pBounce

pAvoid
Anticipates the obstacle and steers around it. Natural trajectory, no visible collision.
pBounce
Post-collision reaction. The particle hits the surface, then bounces. Visible impact.

Rule: a crowd steering around an obstacle → pAvoid. Rain hitting the ground and bouncing → pBounce.

Inputs

  • Particle Input (orange) - incoming stream.
  • Region Input (green/magenta) - area to avoid (bitmap/mesh).

Setup

Crowd avoiding an obstacle:
pEmitter → pAvoid ← Shape 3D (obstacle cube)
                   (Distance 0.5, Strength 1.0)
         → pRender
(particles naturally steer around the cube)

Water flow avoiding a rock:
pEmitter (river) → pAvoid ← Shape 3D (rock sphere)
                  → pTurbulence → pRender

Insects avoiding a person:
pEmitter → pAvoid ← character mesh
         → pTurbulence (natural chaos) → pRender

Parameters

Distance
Distance at which the particle starts avoiding the region. Larger = earlier anticipation (elegant steering). Smaller = late reaction (tight steering).
Strength
Intensity of the avoidance force. Positive = repulsion (avoidance). Negative = attraction (particles are drawn toward the area - rarely used).
Randomize
Seed for individual variations (keeps all particles from steering around in exactly the same way).
Conditions (Sets)
Avoidance only for certain sets.

Use cases

  • Flow around obstacles - particles representing water, air or a crowd that naturally steer around objects in the scene.
  • A crowd avoiding a character - insects, dust or flying debris avoiding a filmed subject (believable collision).
  • Natural steering vs hard collision - an aesthetic alternative to pBounce for the many scenarios where you want steering rather than bouncing.
  • Magic protection field - an energy bubble pushing away the surrounding particles (shield, aura).
  • A corridor to channel particles - 2 pAvoid nodes placed in parallel = particles pass between them without entering the avoidance areas.

Tips

  • Distance > Strength = soft steering. Low Distance + high Strength = abrupt last-second avoidance.
  • Limit: fast particles can get through - if speed + momentum exceed the avoidance force, particles pass through. Raise Strength or Distance to compensate.
  • Combine with pBounce as a fallback - pAvoid as the main steering + pBounce with the same region as a backup = particles that steer around and bounce if they fail.
  • Randomize ON for a natural look - without it, every particle steers around on the same side. Random varies the side.
  • For AI crowd behaviors (humans avoiding each other), combine pAvoid + pFollow + pFlock.