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Advect

modifiers/advect·v1.5.1
IN:2  OUT:1

The Advect moves POPX or regular POP geometry along a drive vector read from a point attribute, from the same attribute on reference geometry in the second input (the closest point or a weighted average of neighbors), or from a 3D vector field sampled at each point. The vector acts as a velocity written to PartVel or as a force written to PartForce.

With Enable Time Integration the points move in a feedback loop (Initialize, then Start), with Drag, Velocity Damping and Time Scale shaping the motion and Rotate to Vector turning each instance along its path. With integration off, the operator only writes PartVel and PartForce for a downstream simulation, and Do Falloff weights the motion per point.

PAGEAdvect
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Vector AttributeVectorattrSets the vector attribute that drives the points, read from the input, or the second input for Reference and Field. Empty moves nothing.
Max Search DistanceMaxdistanceMaximum distance to the reference points that are read.
Max Points for AverageMaxptsavgMaximum number of neighbors averaged per point in the Average modes.
Display Field BoundsDisplayfieldboundsDraw the bounds of the field grid.
Enable Time IntegrationTimeintegrationDetermines whether points move each frame in a feedback loop (Initialize, then Start). When off, only PartVel and PartForce are written.
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later. Only P is read back.
Time ScaleTimescaleSpeed multiplier on the time step. 0 freezes and 2 doubles.
Time StepTimestepThe time step per frame in seconds, 1 divided by the cook rate (read-only). Time Scale multiplies it.
DragDragIn Velocity mode, the fraction of the previous velocity kept per step; 0 follows the drive. In Force mode, friction per step; 1 stops.
Velocity DampingDampingAmount of damping applied to the velocity. 0 applies no damping.
Rotate to Vector (Forward Z)RotatetoTurn each point so its +Z axis follows its motion, with +Y up. Points that are still keep their rotation.
InitializeInitializepulseInitializes the POP from its input and parameters.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesWhether to render the full POPX geometry. When off, only point instances are drawn.
Convert to Point PrimitivesConverttoptprimEnable converting points to point primitives when Render Primitives is off.
SRT / RSTSrtrstSets the transform order, SRT or RST, used when the points are rendered as TouchDesigner instances.
Input 0 POP - POPX/POP Geometry
Input 1 POP - Reference Geometry/Field
Output 0 POP - POPX/POP Geometry