Physics group> Physics Bounce

Bounce is one of two Physics Models used by the Physics group. The Bounce model is used to make particles bounce on layers in the composition.

Two layers can be used: the Floor and the Wall. The Floor and Wall layer must stand still: they cannot contain any keyframes. The camera can move around in the scene, but the Floor and Wall must be still in the scene.

Particles can be set to bounce in one of three ways:

- On the alpha of the Floor and/or Wall.
- Using the entire layer.
- On the infinite plane defined by the layer.

Read a tutorial on Bouncing Particles on Layers.

At left, the full Bounce group. At right, the Bounce option in Physic Model.

Floor Layer

Use this popup to select a Floor Layer for the Bounce. The Floor layer should be 3D-enabled with the 3D layer switch. The Floor must have the 'Continuous Rasterize' layer switch turned off. The Floor cannot be a text layer, but you can use text in a pre-comp.
When the Floor Layer is selected, a control light named 'Floor [layername]' is created. This is a locked, shy layer and it is not supposed to be edited. It is just there to help Trapcode Particular to keep track of the Floor.

Floor Mode

Use Floor Mode to select either the Infinite Plane, Layer Size or the Layer Alpha of the defined Floor to bounce on.

Wall Layer

Use this popup to select a Wall Layer for the Bounce. The Wall layer should be 3D-enabled with the 3D layer switch. The Wall must have the 'Continuous Rasterize' layer switch turned off. The Wall cannot be a text layer, but you can use text in a pre-comp.
When the wall layer is selected a control light named 'Wall [layername]' is created. This is a locked, shy layer and it is not supposed to be edited. It is just there to help Trapcode Particular to keep track of the Wall.

Wall Mode

Use Wall Mode to select either the Infinite Plane, Layer Size or the Layer Alpha of the defined Wall to bounce on.

Collision Event

Controls what happens during a collision. Either bounce, slide, stick or kill. The kill mode is useful when the Aux Emitter is set to emit at collision and it is desired to remove the main particle at collision.

Bounce

Bounce determines how much energy is conserved during the Bounce. High values make the particles bounce high.

Bounce Random

Randomness for the Bounce value. High values apply more randomness to the Bounce. Bounce Random makes the particles bounce a little differently in height, which makes the composition look more realistic.

Slide

Slide controls the friction of the material that is being bounced against. High values mean the particles will get stalled quickly. Low values means they will slide around a lot, as if on an ice surface.