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DLA

simulations/dla·v1.5.1
IN:2  OUT:3

The DLA operator spreads random walkers through a box, or on and inside the Geometry input, and lets them diffuse until they come within Attach Distance of the growing structure and stick to it. The points of the Seed input start the structure, and the operator outputs the structure as points, as lines from each point to its parent, and the walkers that are still diffusing.

Attach Distance sets how fine the branches are, while Attach Strength, Stick Probability and Noise Amplitude control how fast and how dense the growth is. Enable Life Cycle lets attached points die and respawn as walkers so branches decay and regrow, and the simulation runs as a feedback loop (Initialize, Start, Play) with a Walkers Target Feedback Loop POP for forces downstream.

PAGEDLA
Walkers 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, as the walkers.
Display BoundsDisplayboundsDisplay the simulation box.
Display Random WalkersDisplayrandomwalkersDisplay the walkers that are still diffusing, in red.
Display DLA Structure (Points)DisplaydlapointsDisplay the structure as points on the first output.
Display DLA Structure (Lines)DisplaydlalinesDisplay the structure as lines from each point to its parent, on the second output.
Display SeedsDisplayseedsDisplay the seeds (the Seed input's points) as spheres. Nothing is drawn while the Seed input is not connected.
Seeds ScaleSeedsscaleSets the radius of the drawn seed spheres.
Max Number of PointsMaxpointsSets the number of walkers. The structure can grow by this many points plus the seeds.
SeedSeedNumerical value that initializes the randomization.
Attempts per PointAttemptsperpointFor volume sprinkle, the number of attempts to try to get a point inside the mesh.
Max Search DistanceMaxsearchdistSets how far a walker looks for the structure. It is also the largest jump per step when nothing is in range.
Attach DistanceAttachdistA walker within this distance of a structure point attaches to it. Smaller values give finer branches.
Attach StrengthAttachstrengthSets the drift toward structure points in range, in units per second. 0 gives pure DLA, higher values grow faster and denser.
Stick ProbabilityStickprobSets the chance per 1/60 second that a walker in reach attaches, the same at any frame rate. 1 is classic DLA, lower values grow denser.
Max NeighborsMaxneighborsNumber of nearest structure points driving the attach drift, from 1 to 8.
Internal NoiseInternalnoiseWhen on, the walk's random vector (Rand) is generated here. When off, the input's Rand attribute drives the walk.
Noise AmplitudeNoiseampSets the walk speed in units per second, the largest step a walker takes per frame.
Enable Life CycleEnablelifecycleWhen on, walkers age: after their life span they die, wait the Respawn Delay and restart from their spawn position.
Life SpanLifeLife span of a structure point after it attaches, in seconds.
Life Variance (Fraction)LifevarianceLife Expectancy variation as fraction of life expectancy, added or removed at random per point.
Respawn DelayRespawndelaySets the time in seconds a dead walker waits before it respawns.
InitializeInitializepulseInitializes the POP from its input and parameters. The input points become the seeds and the walkers start fresh.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Seed
Input 1 POP - Geometry
Output 0 POP - DLA Structure (Points)
Output 1 POP - DLA Structure (Lines)
Output 2 POP - Random Walkers