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Relax

modifiers/relax·v1.5.1
IN:1  OUT:1

The Relax pushes overlapping instances apart, giving each a radius from its Scale and PointScale or a fixed Point Radius Scale, and moving it away from up to Max Neighbors within Max Relax Radius. In Simple mode it relaxes once per frame from the input, while Advect (Initialize, then Start) keeps pushing frame after frame until the points settle.

Attract Position and Attract Strength pull the points toward a place, and a collider keeps them outside or inside a shape or projects them onto its surface: a POP mesh (ray traced, Windows only) or a field carrying a signed distance attribute. Do Falloff blends each point between its input and relaxed position, and the push can be output as a force attribute.

PAGERelax
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Affect PositionAffectpositionApply the effect to the position.
Relax IterationsRelaxitersNumber of relax passes per frame.
Override Point RadiusOverrideradiusWhen on, every point uses Point Radius Scale as its radius. When off, the radius is the scale times the largest Scale axis times PointScale.
Point Radius ScaleRadiusscaleThe point radius when Override Point Radius is on. When off, the multiplier on Scale or PointScale.
Display Point RadiusDisplayradiusDisplay the point radius as circles in the viewport.
Max Relax RadiusMaxrelaxradiusSets the distance within which the points push each other apart.
Max NeighborsMaxneighborsNumber of closest neighbors, up to 32, that push each point.
Relax StrengthRelaxstrengthSets the share of the overlap resolved per pass in Simple mode, or per second in Advect mode.
Attract StrengthAttractstrengthSets the strength of the pull toward Attract Position.
Output Force AttributeOutputforceattrEnable outputting the relax force as a point attribute.
InitializeInitializepulseInitializes the POP from its input and parameters.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGECollisions
Collision POPCollisionpopThe collider, either a mesh POP or an SDF field volume.
SolidSolidWhen on, points inside the collider are pushed out. When off, the collider is hollow.
Keep InsideKeepinsideWhen on, the collider is hollow and every outside point is pulled back in. When off, only escaping points are caught.
ProjectProjectPlace every point on the collider surface instead of colliding.
Collision OffsetCollisionoffsetDistance the points keep from the collider surface.
Collision DampingCollisiondampingVelocity lost on contact. 0 bounces and 1 stops.
Uniform ScaleScaleSpecifies a uniform scale factor for the collider.
Display GeometryDisplaygeoEnable drawing the collider, as the mesh or the field's zero surface.
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
Output 0 POP - POPX/POP Geometry