Overview
pFriction applies progressive damping to the particles crossing its area. Without friction, particles emitted with an initial speed keep that speed forever - which is unrealistic in most cases (real life has air that slows things down).
Two separate frictions: Velocity Friction for translation speed, Spin Friction for rotation speed. They can be controlled independently.
Where to find this node
- Effects Library:
Tools > Particles > pFriction - Quick add: right-click in the Node Editor →
Add Tool > Particles > pFriction
Inputs
- Particle Input (orange) - output of a particle node.
- Region Input (green/magenta) - optional. A 2D bitmap or 3D mesh that defines where the friction applies. Without a Region, friction applies everywhere in the field.
Setup
Explosion that dies down:
pEmitter (high radial Velocity) → pFriction (moderate Velocity Friction)
→ pRender
(the debris gradually slows down)
Particles settling on the ground:
pEmitter → pDirectionalForce (gravity) → pBounce (Elasticity 0.3)
→ pFriction (high Velocity Friction) → pRender
(the particles bounce, then stop)
Localized friction zone (region):
pEmitter → pFriction ← Shape 3D (friction sphere)
→ pRender
(the particles only slow down inside the sphere)Controls tab
- Velocity Friction
- Strength of the resistance to movement. 0 = no effect. 0.01-0.05 = light friction (standard air). 0.1+ = strong friction (particles that stop quickly).
- Spin Friction
- Strength of the resistance to rotation. Independent of Velocity. Useful to stop sprites spinning on themselves without stopping their translation.
- Random Seed
- Randomizer seed (for subtle per-particle friction variations).
- Conditions (Sets)
- Friction only on certain sets.
Use cases
- An explosion that runs out of steam - debris emitted violently + moderate Velocity Friction = debris that slows down naturally (as if the air were braking it).
- Confetti / leaves settling - gravity + high friction = a slow, swaying fall rather than an abrupt free fall.
- Particles on the ground coming to rest - after pBounce, a high pFriction = particles on the ground decelerate and eventually stop (instead of bouncing forever).
- Sparks dying out - high Velocity Friction = sparks that slow down just before disappearing (end of lifespan), a more realistic effect than a simple fade.
- Localized resistance zone - Region Mesh = a water sphere: particles entering the sphere slow down drastically (simulates entering a fluid).
- Rotation that settles - Spin Friction to gradually stop sprites from spinning (e.g. a coin that falls and lands flat).
- Dissipating smoke - moderate Velocity Friction on smoke = a gradual loss of momentum, a more natural look.
Tips
- 0.01-0.05 = standard air, 0.1+ = a thick medium (water, foam), 0 = a vacuum with no resistance.
- Independent Spin Friction - it can differ from Velocity Friction. E.g. particles that slow down in translation but keep their spin (paper flying and spinning in place).
- Combine with pBounce - a classic: pBounce stops the fall through collision, pFriction damps the successive bounces until the particles come to rest.
- Regions for different zones - friction in water (sphere Region = water volume) vs friction in air (Region all) = realistic physics depending on the environment.
- Velocity Friction is constant over time - for friction that increases over time (e.g. a particle that slows down more and more), use pCustomForce with an expression.
- Avoid friction too early - if pFriction is too strong right after pEmitter, particles stop before they move. Let the initial momentum play out before damping.
- For a realistic fluid (liquid, gel), combine a very high pFriction + subtle pTurbulence = particles drifting slowly as in a viscous fluid.
