point instancer

This node controls the PointInstancer display method. ATTENTION!: omni.particle.system.core is currently undergoing extensive (breaking) changes. Please be aware that systems built with the existing extension will need to be rebuilt in the USD Composer 2023.2 release.

Installation

To use this Node, you must enable omni.particle.system.core in the Extension Manager.

Inputs

Name

Type

Description

Default

active

bool

Is the point instancer node currently active?

True

aim

float[3]

Aim points the particle in a specific direction in x,y,z.

[0, 0, 0]

faceActiveCamera

bool

If this is on, the y axis of the geometry being instanced will face the camera for each instance. Turn this off if you want the particle or shape to use its local orientations.

True

orientWithActiveCamera

bool

If this is on, the y axis of the geometry being instanced will face the camera for each instance, and the x axis of the geometry will be vertical relative to the camera. Turn this off if you want the particle or shape to use its local orientations. When this is on, faceActiveCamera is ignored.

True

rotation

float[3]

Rotate the particle or shape in X Y Z.

[0, 0, 0]

up

float[3]

Change the ‘top’ value of the particle in x, Y, Z.

[0, 0, 0]

scaleMultiplier

float[3]

Multiply the Particle Size in X, Y, Z.

[1, 1, 1]

filterObjectIndex

int

When this is non-negative, geometry will only be instanced on particles with this object index.

-1

particles

bundle

Input particle data, including aim, up, and rotation.

points

bundle

Input points data, including rotation, scale, object index, normal, tangent and binormal.

prototypes

bundle

Input prototypes. The connected prim(s) will be forwarded to the output PointInstancer prim’s prototypes relationship.’

prototypePath

path

Input prototype prim paths. The connected prim(s) will be forwarded to the output PointInstancer prim’s prototypes relationship.

inheritParentTransform

bool

If true, point positions will be written to the specified output prim(s) directly (thus, any transform on the output prim will affect the points) If false, point positions will be transformed into the output prim’s local space (thus, they will appear in the same location regardless of the output prim’s transform)

True

outputPointInstancerPath

path

Prim path where the mesh should be output

writeToSessionLayer

bool

Update changing particle transforms on the session layer instead of the authoring layer.

True

Outputs

Name

Type

Description

Default

pointInstancer

bundle