DLA v1.3.0

Summary

DLA (Diffusion-Limited Aggregation) is a GPU-accelerated simulation that creates organic branching structures by simulating particles randomly walking through space until they attach to an existing structure. Generates coral-like, lightning, or crystalline growth patterns through a simple attachment rule: particles stick when they come within a specified distance of the growing structure.

The simulation progresses by spawning particles at random positions within simulation bounds and allowing them to diffuse until they encounter the structure. You control the density and character of the branching through parameters like search distance (how far particles look for attachment points), attach distance (how close they must be to stick), and attach strength. The simulation can be initialized, played continuously, or stepped frame-by-frame for precise control over growth progression.

Parameters

Page: DLA

Target Random Walkers Update POP Walkersupdatepop Reference to a POP node downstream in the network. This creates a feedback loop that re-injects the seed points each frame.
Simulation Bounds Simbounds Size of the cubic space where particles spawn and diffuse.
Simulation Bounds Simboundsx
Simulation Bounds Simboundsy
Simulation Bounds Simboundsz
Display Bounds Displaybounds Visualizes the simulation bounds in the viewport.
Display Random Walkers Displayrandomwalkers Shows the diffusing random walker particles in the viewport.
Display DLA Structure (Points) Displaydlapoints Shows the DLA structure as points in the viewport.
Display DLA Structure (Lines) Displaydlalines Shows the DLA structure as connected lines in the viewport.
Max Number of Points Maxpoints Maximum number of diffusing particles in the simulation.
Seed Seed Random seed for particle spawn positions and diffusion paths.
Max Search Distance Maxsearchdist Maximum distance particles search for attachment points (affects branch density).
Attach Distance Attachdist Distance threshold for particles to stick to the structure (smaller = finer detail).
Attach Strength Attachstrength Controls the strength of the attachment force when particles approach the structure.
Max Neighbors Maxneighbors Maximum number of neighboring structure points considered for attachment.
Internal Noise Internalnoise Enable internal noise for randomized particle diffusion.
Noise Amplitude Noiseamp Controls the amplitude of the internal noise applied to particle movement.
Initialize Initializepulse Pulse to reset simulation and create initial seed point.
Start Startpulse Pulse to begin simulation from initialized state.
Play Play Toggle continuous simulation playback.
Step Steppulse Pulse to advance simulation by one frame while paused.

Page: Common

Free Extra GPU Memory Freeextragpumem Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0 POP Seed

Outputs

Output 0 POP DLA Structure (Points)
Output 1 POP DLA Structure (Lines)
Output 2 POP Random Walkers