Overview
pDirectionalForce adds a constant force vector to every particle on every frame. Unlike pPointForce (attraction toward a point) or pVortex (rotation around a center), this force is uniform everywhere in the scene.
It is the force used for gravity (Direction -90° on Y, adjusted Strength), wind (horizontal Direction), or any global acceleration phenomenon.
Where to find this node
- Effects Library:
Tools > Particles > pDirectionalForce - Quick add: right-click in the Node Editor →
Add Tool > Particles > pDirectionalForce
Inputs
- Particle Input (orange) - output of a particle node.
- Region Input (green/magenta) - optional. Limits the force to an area (bitmap or 3D mesh). Without a Region, the force applies everywhere in the field.
Setup
Standard gravity:
pEmitter → pDirectionalForce (Strength 0.01, Direction -90° Y) → pRender
(particles accelerate downward)
Strong horizontal wind:
pEmitter → pDirectionalForce (Strength 0.02, Direction 0° X) → pRender
(particles pushed sideways)
Wind zone inside a tunnel:
pEmitter → pDirectionalForce ← Shape 3D (cube as a tunnel)
→ pRender
(wind only inside the cube, particles outside are not affected)
Reverse gravity + turbulence (fire):
pEmitter → pDirectionalForce (Strength 0.01, Direction +90° Y rising)
→ pTurbulence
→ pRenderControls tab
- Strength
- Amplitude of the force. Positive = in the chosen direction, negative = the opposite direction. 0.01 = weak (dust), 0.05+ = strong gravity/wind.
- X / Y Direction
- Angle of the force in the horizontal/vertical plane. Default -90° Y = downward (classic gravity).
- Z Direction
- Depth component. 0 = force in the XY plane. +/- to add depth (e.g. wind pushing toward the camera).
- Randomize
- Randomizer seed for subtle variations (when enabled in some options).
- Conditions (Sets)
- The force only applies to certain sets. Useful when you have "snow" particles (gravity) and "smoke" particles (no gravity) in the same comp.
Use cases
- Standard gravity (rain, snow, falling) - Strength 0.005-0.02, Direction -90° Y. Essential for any falling particle.
- Horizontal wind - Direction 0° X, Strength set by the wind intensity you want. Often combined with gravity.
- Reverse gravity (fire, smoke rise) - Direction +90° Y = particles rise. Simulates heat making the air rise.
- Sudden gust - Strength animated (0 → peak → 0) over 20 frames = a gust of wind that suddenly pushes.
- Water current - a downward diagonal Direction + moderate Strength = a simulated river carrying particles away.
- Directional explosion - a brief high Strength + a Direction opposite the center = particles thrown far in the direction you want.
- Localized wind zone (tunnel) - Region Shape 3D Cube = wind only in a precise area; particles that enter are pushed, those outside are not.
Tips
- Realistic Strength: 0.005-0.02 for gravity. Beyond that, particles accelerate too fast and look unrealistic.
- Always combine with pFriction - real gravity is countered by the air (friction). Without pFriction, particles accelerate forever.
- Direction -90° Y by default = a classic fall. For sideways wind, switch to 0° X or 180° X (right or left).
- Animate Strength for intermittence - wind blowing in gusts, gravity disappearing in zero-g, etc.
- Several stacked pDirectionalForce nodes - gravity (negative Y) + wind (positive X) = particles that fall while being pushed.
- Sets for selectivity - snow on Set 1 with gravity, smoke on Set 2 without gravity (but with reverse heat gravity) - two pDirectionalForce nodes with different Conditions.
- For non-uniform forces (attraction toward a point, vortex), use pPointForce or pVortex - pDirectionalForce is uniform everywhere.
