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nxSpin spins and orients your individual NeXus particles, from a steady tumble to aiming each particle along its path or at the camera. It works as a stack of layers, so you can combine several operations and blend them together.

nxSpin turns each particle on its own axes rather than moving it through the scene. The effect shows on particles that carry geometry, such as instances built with nxGenerator; on plain particle points there is nothing to see turning.

Add it from Add ▸ INSYDIUM NeXus ▸ nxSpin. It arrives as an empty. Add one or more layers, set each to an operation, then blend them. All of its settings live in Properties ▸ Physics.

A cloud of instanced cubes raining onto Suzanne, tumbling as a Spin layer turns each particle on its own axes. The cubes carry the particle rotation, so the spin is visible.


The nxSpin Object Properties panel with a Range layer

The nxSpin panel in Properties ▸ Physics, on the Object Properties tab, showing a Range layer.

Turns nxSpin on or off. Disable it to switch off its effect without deleting it.

The stack of spin layers. Use the + button to add a layer, choosing its operation from the menu that appears, and the - button to remove the selected one. Each layer has an enable toggle on the right of its row, so you can switch a layer on or off without removing it.

Layers are processed from the top of the stack down, each blending with the result of the layers above it. Select a layer to show its settings underneath.


These settings apply to the layer selected in the Layers list.

Sets the operation this layer performs. A new nxSpin starts with a Range layer. The layer types are Spin, Incremental Spin, Rotate, Tangential, Facing, Roll and Range, each described below.

Sets how this layer combines with the layers above it. Set as Normal, by default. The other options are Add, Subtract, Multiply, Difference, Screen, Overlay, Min and Max.

Sets how strongly this layer contributes to the blend. Defaults to 100%.


Turns each particle by a set amount, over and over, for a continuous tumble.

The nxSpin Spin layer settings

The Spin layer settings.

Sets how the spin is timed. Set as Per Frame, by default. The other options are Per Second and On Birth.

  • Per Frame: the Spin Amount is applied each frame.
  • Per Second: the Spin Amount is scaled to apply per second, allowing for the frame rate.
  • On Birth: the spin is applied once, when the particle is born.

Sets the space the spin is applied in. Set as World, by default. The alternative is Particle.

  • World: the spin is applied around the world axes.
  • Particle: the spin is applied around the particle’s own local axes.

The rotation applied on each of the X, Y and Z axes, in degrees. Negative values spin the other way.

Low

High

A held cloud of instanced cubes, so only the spin moves them. At a low Spin Amount, on the left, the cubes barely turn. At a high one, on the right, they tumble quickly on their own axes.

Adds a random amount to the Spin Amount on each axis, so the particles do not all spin alike.

Limits the total spin that can build up on each axis, in degrees.


Builds the spin speed up over time, adding to it each step rather than applying a fixed amount, so the particles spin faster the longer they are affected.

The nxSpin Incremental Spin layer settings

The Incremental Spin layer settings.

Set as Per Frame, by default. The alternative is Per Second. It works as it does for the Spin operation.

World or Particle, as for the Spin operation. Set as World, by default.

The amount added to the spin speed each frame, on each axis.

Adds a random amount to the Spin Amount on each axis.

Limits the spin speed each axis can build up to, in degrees, with its own Clamp Variation for a per-particle spread.


Sets each particle to a specific rotation, rather than spinning it continuously.

The nxSpin Rotate layer settings

The Rotate layer settings.

Sets how the rotation is applied. Set as Absolute, by default. The alternative is Relative.

  • Absolute: the particle is set to the Rotation Amount value.
  • Relative: the Rotation Amount value is added to the particle’s current rotation.

The target rotation, in degrees on each axis.

Adds a random amount to the Rotation on each axis.

When on, the particle turns to the rotation over the time set in Time, rather than snapping to it at once. Off by default.

The time the rotation change takes. Available only when Use Time is on. A value of 0 makes the change immediate.


Turns each particle to point along its direction of travel.

The nxSpin Tangential layer settings

The Tangential layer settings.

Sets which of the particle’s axes points along its direction of travel. Set as Y, by default. The alternatives are X and Z.

Adds a fixed rotation on each axis on top of the tangential alignment.

Adds a random amount to the Rotation Offset on each axis.

When on, the particle also spins around the tangential axis. Off by default.

The rotation around the tangential axis each frame. Available only when Axis Spin is on.

Adds a random amount to the Spin Amount.


Turns each particle to face a target, updated every frame so it keeps facing as it moves.

The nxSpin Facing layer settings

The Facing layer settings, with Mode set to Face Camera.

Sets what the particle faces. Set as Face Camera, by default. The other options are Face Object and Face Screen.

  • Face Camera: the particle points at the active camera.
  • Face Object: the particle points at the object set in Target.
  • Face Screen: the particle stays face-on to the screen, regardless of camera movement.

The object to face. Available only when Mode is set to Face Object.


Rolls each particle based on its motion, as if it were rolling along a surface. It has no settings of its own, so its layer panel shows only the shared Layer Type, Blend and Strength controls.


Interpolates each particle’s rotation from a Spin Start to a Spin End over a time window. This is the operation the modifier’s first layer uses, so its layer settings are the ones shown in the Object Properties panel near the top of this page.

Sets what the transition is timed against. Set as Particle Age, by default. The other options are On Birth and Frame Time.

  • On Birth: the Spin End is applied once at birth. The Start Time, End Time, Time Variation, Clamp Mode and Ease controls are then hidden.
  • Particle Age: timed by how old each particle is.
  • Frame Time: timed by scene frames.

World or Particle, as for the Spin operation. Set as World, by default.

The rotation to transition from, in degrees on each axis, with its own Variation for a per-particle spread.

The rotation to transition to, in degrees on each axis, with its own Variation.

The window over which the transition happens.

Adds a random spread to the transition timing. Defaults to 0%.

Sets how the transition behaves outside the time window. Set as Clamp, by default. The other options are Clamp In Range, Repeat and Continue.

A curve that eases the transition between Spin Start and Spin End.


Use the Groups Affected tab to restrict nxSpin to particles in specific nxGroup groups, rather than affecting every particle.


Use the Mapping tab to drive nxSpin’s settings from particle data instead of fixed values, so a particle’s own attributes can change the spin it feels. See Mapping for how this works.


Use the Falloff tab to limit where nxSpin acts. Add one or more nxFalloff objects to the list and blend them, so the spin only affects particles inside the falloff region.


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