Vorticity Modifier

This modifier is mainly intended for use with the Domain object, but can also be used outside the domain. It acts rather like a Turbulence modifier but unlike that modifier the effect of Vorticity is cumulative depending on how long the particle remains in its field of effect.

Editor appearance

This is the on-screen representation of this modifier in 'Limited Grid' mode:


The object's interface looks like this:

For the 'Groups Affected', 'Mapping', and 'Falloff' tabs, and for the buttons at the bottom of the interface, please see the 'Common interface elements' page.



Uncheck this switch to disable the modifier.


Independent [default setting]

In this mode, the modifier will work in the same way as a standard Cinema 4D particle modifier: particles will be affected if they come into the field of effect of the modifier. X-Particle Actions have no effect on the modifier in this mode.


In this mode, the modifier will only act on a particle when told to do so by an Action. Until that point, the particle will not be affected, but once activated for a particular particle, the modifier will continue to influence it as long as it is in the field of effect of the modifier. The modifier's effect on a particle can be halted by means of another Action, if desired.

Visible in Editor

This modifier has a special representation in the editor. If you don't want to see that, but still want the modifier to be active, uncheck this switch.


The strength of the modifier. Quite high values may be required, do not be afraid to set values in the thousands!


The modifier can operate in one of two modes, selected from this drop-down:

Unlimited Grid

The modifier will affect particles wherever they are in the scene.

Limited Grid

The modifier will only affect particles which are inside the defined box seen in this screenshot:

The actual effect may be seen only after the particle leaves the grid, however.


The size of the box in 'Limited Grid' mode.


The size of the invisible grid the particles move through. Larger voxels result in larger, more wave-like movements; small ones in small, more chaotic movement. Note that smaller voxels also means there are more of them, requiring more calculations and longer playback times.