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FX Boundary Response

fx_boundary_response

Makes deterministic FX particles react to a fixed image mask without introducing a separate physics system.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
FX
fx
FxState2D
Required
境界を追加するFXです
境界マスク
mask
Image
Required
既定では不透明な画素が障害物です。接触位置を合わせるにはFXキャンバスと同じ大きさのマスクを使います

Output Ports

NameTypeDescription
FX
fx
FxState2D
境界規則を追加したFXです
確認用マスク
debug_mask
Image
FXへ保存した実際のマスクです。大きさや位置ずれの確認に使います
境界数
boundary_count
Int
このFXに入っている固定マスク境界の数です
概要
summary
Text
境界追加後のFX概要です

Parameters

NameTypeDefaultRangeDescription / Options
当たった時
response
Enum
Reflect

粒子がマスクへ入った時の動きです。火の粉は「跳ね返る」、屋根の雨は「表面を滑る」、着弾粒子は「消える」が目安です

  • 跳ね返るReflect
  • 表面を滑るSlide
  • その場で止まるStop
  • 消えるKill
跳ね返り
restitution
Float
0.650–1 / step 0.01

跳ね返った後に残す垂直方向の速さです。0.2前後は重く、火の粉は0.6〜0.8、1.0はほぼ減速しません

表面摩擦
friction
Float
0.150–1 / step 0.01

境界に沿う速さを弱めます。濡れた屋根は0〜0.2、すぐ落ち着かせるなら0.6以上が目安です

マスクしきい値
threshold
Float
0.50–1 / step 0.01

障害物として扱い始める不透明度です。通常は0.5、ぼかしや半透明の縁を無視したい時は上げます

マスク内に閉じ込める
invert
Bool
false

透明側を障害物として扱い、粒子を不透明な形の内側に閉じ込めます。容器・洞窟・通路内のFXに使います

Overview

Adds fixed-image obstacles to FxState2D. It creates deterministic, lightweight effects such as rain sliding over a roof, sparks bouncing from the floor, or smoke stopping at a wall without introducing a fluid or general-purpose physics engine.

Usage tips

  • A common chain is fx_domain_2d → fx_emitter_2d → fx_force → fx_boundary_response → fx_rasterize. Put the boundary response after forces.
  • Match the mask dimensions to the FX canvas. Preview debug_mask to see the exact pixels used by collision tests.
  • For sparks, start with Bounce, restitution 0.6–0.8, and surface friction 0.1–0.3. For rain, start with Slide and friction 0–0.2.
  • Enable Keep Inside Mask for effects contained inside a vessel or cave.
  • Chain multiple boundary nodes when different obstacles need different responses, such as sliding on a roof and disappearing on the ground.

Common mistakes

  • Particles pass through: per-frame speed may exceed mask thickness. Reduce speed or thicken the mask; this version uses per-frame pixel tests rather than continuous collision.
  • Particles react too early at a translucent edge: raise Mask Threshold to 0.7–0.9.
  • Stamps are clipped at canvas edges: enable horizontal or vertical wrapping in fx_domain_2d on the required axes.
  • Particles cannot leave the mask: verify that Keep Inside Mask matches the intended use.

Related nodes

  • fx_domain_2d — define canvas dimensions and periodic boundaries
  • fx_emitter_2d — emit particles
  • fx_force — add gravity, wind, and turbulence
  • fx_rasterize — render the post-collision particle state
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FX Boundary Response — PixPipeline Node Reference