Overview
pGradientForce reads a connected 2D image, computes its gradient (the direction in which luminance changes) and pushes particles along that gradient.
The result: particles "roll" from bright areas toward dark areas, like water flowing over terrain. Perfect for simulating directional fluids, currents, or stylized motion that follows an artistic pattern.
Where to find this node
- Effects Library:
Tools > Particles > pGradientForce - Quick add: right-click in the Node Editor →
Add Tool > Particles > pGradientForce
Inputs
- Particle Input (orange) - particle stream.
- Gradient Image (green) - a 2D image with an alpha gradient that defines the direction and intensity of the force.
- Region Input (magenta/teal) - optional. Area where it applies.
Setup
Flow map with Fast Noise: Fast Noise → pGradientForce Gradient input pEmitter → pGradientForce → pRender (particles follow an organic flow map) Custom flow from an image: Image (artistic, with values) → pGradientForce pEmitter → pGradientForce → pRender (direction controlled by an artistic drawing) Current over 3D terrain: Height map (Bump) → pGradientForce pEmitter (above the terrain) → pGradientForce → pRender (particles "flow" over the relief)
Parameters
- Strength
- Intensity of the force. Positive = normal direction (white to black). Negative = reverse direction (black to white).
- Random Seed
- Seed for individual variations.
- Conditions (Sets)
- Force only on certain sets.
Use cases
- Organic flow maps (Fast Noise) - a Fast Noise connected to the gradient input + pGradientForce = particles following a natural animated "fluid" pattern.
- Currents over terrain - the terrain's height map → pGradientForce = particles flowing like water over the relief.
- Custom artistic flow - a hand-drawn image (dark strokes where the particles should go) = artistic flow maps.
- Noise-based turbulent wind - an animated Fast Noise + pGradientForce = wind that changes direction following the noise pattern.
- Attraction/repulsion by image - an image with white areas (start) and black areas (destination) = particles migrating from light to dark.
Tips
- Animated Fast Noise = natural flow - the standard combo: Fast Noise (animated Seethe Rate) → pGradientForce = organic flow that evolves over time.
- Smooth gradient = smooth flow - images with hard transitions create abrupt forces. A light Blur on the gradient image smooths the trajectories.
- Negative Strength for reversed flow - from black to white instead of the other way around.
- Combine with pDirectionalForce - gravity + gradient force = particles that fall while following the gradient.
- For a true fluid simulation (water, realistic smoke), consider dedicated software. pGradientForce is for stylization.
