
So I did a test: I scaled the cone deflector in the y to zero so that it was completely flat - and guess what? No particles deflect they all pass through. So it begs the question, why is it shaped like a cone, then? Well, for one thing, you get that circular plane instead of the rectangular in the "half space" … I found that the cone's "middle" plane acts much like the "half space" deflector, in that when emitted objects hit its circular plane, they deflect ( or don't, seemingly based on something I'll get to in a sec), and if they do not "hit" that plane, then they fall right on through (I'm basing this on all tests done with objects emitted downward and deflectors by default pointing upward). Let's just take the cone, since you singled that one out. Now, we can get into the weirdness of the 3D geometric deflectors.

Rotating either of these (in x or z) will change the deflection as one would expect light (reflections) bouncing off a mirror, or billiard balls off the rail (no English!) - that is, angle of incidence = angle of reflection. The "unlimited" deflector ("unlimited planar" probably a better label) is unlimited in its (by default, z) deflection. It's seems, I'd say, counter-intuitive the way the deflectors work.īased on the tests I just did, I'd say that, as far as "working as expected", if there were no 3D geometric options for the deflector tag, I'd say they do kind of work as expected, that is,Ī "half space" deflector (which perhaps should be called something like "limited planar") only deflects those emitted objects that "make contact" with its (by default, x and z) 2D geometry Hey, Fran, thanks for making me research this!
