ParticleEmitter

ParticleEmitter is the only required node for creating particles, but with no geometry input the normal along which particles travel is the y-axis. Once you’ve connected a Viewer and your geometry, click play on the timeline to see the default set of particles emitting from your geometry.

Inputs and Controls

Connection Type

Connection Name

Function

Input

particle

The image or geometry to emit as particles - when you connect up this input, another particle input is created allowing you to mix particle types. You can also use a PositionToPoints point cloud as the emitted particle.

emit

The geometry from which the particles are emitted. You can also emit from PositionToPoints point clouds using any normals information present.

See PositionToPoints for more information.

merge

Another particle system, including another ParticleEmitter.

Control (UI)

Knob (Scripting)

Default Value

Function

ParticleEmitter Tab

display

display

unchanged

Adjust the display characteristics of the particles. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer.

off - hides the particles.

wireframe - displays only the outlines of the particle.

solid - displays all particles with a solid color.

solid+wireframe - displays the particles as solid color with the particles outlines.

textured - displays only the surface texture.

textured+wireframe - displays the wireframe plus the surface texture.

unchanged - doesn't change the particles display mode. The Viewer can override this setting.

selectable

selectable

enabled

When enabled, you can select the particles in the Viewer by clicking on them.

render

render_mode

unchanged

Sets how the particles will render. This control is independent from the display selection, but has the same settings.

start at

start_frame

0

Sets which frame the particles start emitting. Negative values cause the particles to start before frame 0, and positive values delay the particles.

For example, you might want your particles to start before time zero, allowing them to spread out before rendering - the snow is already there, not just starting to fall.

channels

channels

a

The particles only exist in the selected channel(s).

emit from

emit_from

points

Sets where particles emit from:

points - emit from geometry points, including PositionToPoints point clouds.

edges - emit from geometry edges.

faces - emit from geometry faces.

Note:  Enabling only emit from selected allows you to emit from points selected in a preceding GeoSelect node.

bbox - emit from within the volume defined by the bbox of the geometry, which can reduce the need for pre-roll, start at, when creating volumetric particle simulations.

emit_order

randomly

Sets how particles are emitted:

randomly - particles are emitted from a random point on each face, though the same seed is used each time once generated.

uniformly - particles are emitted from every vertex on every frame, ignoring the emission rate setting.

in order - particles are emitted from the vertices of the geometry input in ascending order.

randomize_type

no_random_direction

Sets how the initial particle velocity directions are randomized:

no random direction - directions are not randomized. The emit object's normals are used to determine direction.

randomized direction - the initial directions are completely randomized.

randomized outwards - a randomly selected direction, depending on emit from:
bbox - particles move away from the center.
points, edges, and faces - particles move away at no more than 90 degrees from the nearest normal.

emission rate

rate

10

Sets the exact number of particles emitted per frame and is affected by the rate channel control. If your rate channel is less than 1 all the way through, the emission rate lessens.

only emit from selected

selection_only

disabled

When enabled, only points selected in a preceding GeoSelect node are used as emit from sites. See GeoSelect for more information.

threshold

selection_threshold

0.5

When only emit from selected is enabled and emit from is set to something other than points, this control indicates the threshold used for selection testing. For example, if set to 0.5 then the boundary is exactly halfway between selected and unselected points.

vertex emission rate

vertex_rate

1

When emit_order is set to uniformly, sets the number of particles emitted per vertex per frame. It is an exact number, not an average, and decreases if you change the probability.

Note:  This control is affected by the setting of the rate channel. If your rate channel is not at a value of 1 all the way through, the emission rate is less.

rate variation

rate_variation

0

Produces a random emission variation by adding a Gaussian-distributed random number to the emission rate value multiplied by the rate variation value.

Roughly speaking, 0 is equal to the emission rate and 1 is very random variation.

rate channel

N/A

disabled

Enables the associated rate channel to the right. Disabling this checkbox is the same as setting the channel to none.

rate_channel

none

Sets the channel of the input geometry texture which is used to modulate the emission rate. You can use this control to emit particles from certain areas of the input geometry.

For example, if you are emitting from a Card which has a Ramp texture, more particles are emitted from the light part of the Ramp (values closer to 1) than from the dark parts (values closer to 0).

max lifetime

lifetime

10

Sets the number of frames that each particle exists for.

max lifetime range

lifetime_variation

0

Produces a random lifetime variation by adding a Gaussian-distributed random number to the max lifetime value multiplied by the max lifetime range value.

Roughly speaking, 0 is equal to the max lifetime and 1 is very random variation.

lifetime channel

N/A

disabled

Enables the associated lifetime channel to the right. Disabling this checkbox is the same as setting the channel to none.

lifetime_channel

none

Sets the channel of the input geometry texture which is used to modulate the max lifetime.

For example, if you are emitting from a Card which has a Ramp texture, particles emitted from the light parts of the ramp (values closer to 1) have a lifetime value closer to that set in the max lifetime than particles emitted from the dark parts (values closer to 0).

halflife

halflife

0

Sets a halflife causing a fraction of the particles to die randomly each frame such that on average, half of the particles that existed at a given time will continue to exist after the halflife (in the same way as radioactive decay).

For example, after twice the halflife value in frames, only a quarter of the original particles will be left, and so on.

velocity

velocity

1

Sets the speed in units per frame of the particles as they leave the emitter.

velocity range

velocity_variation

0

Produces a random velocity variation by adding a Gaussian-distributed random number to the velocity value multiplied by the velocity range value.

Roughly speaking, 0 is equal to the velocity and 1 is very random variation.

velocity channel

N/A

disabled

Enables the associated velocity channel to the right. Disabling this checkbox is the same as setting the channel to none.

velocity_channel

none

Sets the channel of the input geometry texture which is used to modulate the velocity.

For example, if you are emitting from a Card which has a Ramp texture, particles are emitted from the light parts of the ramp at a higher velocity (values closer to 1) than from the dark parts (values closer to 0).

rotation velocity

rotation_velocity

0

Sets how quickly particles spin around their local y axis in 3D space.

The y axis points in the direction the particles were initially emitted, but then stays unchanged. You can use the ParticleMotionAlign node to align particles along their direction of motion, or the ParticleLookAt node to cause all particles to align in a particular direction.

Note:  Rotation velocity is only applicable to particles with geometry, sprite rotation is not currently supported.

rotation velocity range

rotation_velocity_ variation

0

Produces a random rotation velocityby adding a Gaussian-distributed random number to the rotation velocity value multiplied by the rotationvelocity range value.

Roughly speaking, 0 is equal to the rotationvelocity and 1 is very random variation.

rotation velocity channel

N/A

disabled

Enables the associated rotation velocity channel to the right. Disabling this checkbox is the same as setting the channel to none.

rotation_velocity_channel

none

Sets the channel of the input geometry texture which is used to modulate the rotation velocity.

For example, if you are emitting from a Card which has a Ramp texture, particles are emitted from the light parts of the ramp at a higher rotation velocity (values closer to 1) than from the dark parts (values closer to 0).

size

size

0.1

Sets the size of each particle. If the particle input is geometry, the instance of that geometry at each particle is affected by this value.

size range

size_variation

0

Produces a random variation in particle sizeby adding a Gaussian-distributed random number to the size value multiplied by the size range value.

Roughly speaking, 0 is equal to the size and 1 is very random variation.

size channel

N/A

disabled

Enables the associated size channel to the right. Disabling this checkbox is the same as setting the channel to none.

size_channel

none

Sets the channel of the input geometry texture which is used to modulate the size of the particles.

For example, if you are emitting from a Card which has a Ramp texture, the size of the particles emitted from the light part of the Ramp (values closer to 1) will be greater than that of those emitted from the dark parts (values closer to 0).

mass

mass

1

Sets the mass of each particle when a force is applied, for example when using the ParticlePointForce node.

mass range

mass_variation

0

Produces a random in particle massby adding a Gaussian-distributed random number to the mass value multiplied by the mass range value.

Roughly speaking, 0 is equal to the mass and 1 is very random variation.

mass channel

N/A

disabled

Enables the associated mass channel to the right. Disabling this checkbox is the same as setting the channel to none.

mass_channel

none

Sets the channel of the input geometry texture which is used to modulate the mass of the particles. You can use this control to emit particles with different mass from different areas.

For example, if you are emitting from a Card which has a Ramp texture, the particles from the light part of the Ramp (values closer to 1) will have a higher mass value (based on a percentage of the mass value) than from the dark parts (values closer to 0).

transfer velocity

transfer_velocity

0

Sets the transfer strength of any velocity that the initial emitter had to the particles.

Setting this to 0 transfers no velocity to the spawned particles. At value 1, full velocity is transferred from the originating particle.

transfer window

transfer_window

1

Sets the time, in frames, to look forward and backward to determine the transfer velocity.

spread

spread

0

Applies a spread to the particles - by default, a cone shape around the direction of emission.

color

color

1

Sets the initial color of particles when the particle input is not connected.

color from texture

color_from_texture

disabled

When enabled, the particles take their initial color from the color of the emitter geometry texture at the point of emission. The color modulates as the texture changes.

input order

input_order

randomly

Sets the order of particle inputs used for the representation:

randomly - a random input is picked for each particle emitted.

in order - the inputs are cycled through for each particle emitted.

start at

start_frame_animation

first

Determines which frame a newly emitted particle's representation starts from:

first - uses the first frame from the input for each new particle.

in order - uses successive frames for each new particle.

current - uses the frame from which the particle was emitted.

random - uses a random frame within the representation's frame range.

limit to range

start_wrap

disabled

When enabled, particle start frames are forced to be within the range of the representation input. This causes the start at > in order and current options to wrap round back to the start of the frame range once it has been exceeded, in a continuous loop.

advance

frame_advance

in steps

Determines whether particle representations animate after emission:

constant - particles do not animate, and keep the same representation for their entire lifetime.

in steps - the particle’s representation advances frame by frame.

randomly - a different random frame is picked each time.

max clip length

max_clip_length

100

Sets the number of frames used in animation from the representation input.

random seed

seed

0

Sets a random seed to create more varied results, for example in conjunction with the range controls in the emitter such as velocity range. You can achieve slightly different effects by changing the seed number.

Region Tab

region

region

none

Sets the region which you want to use to confine the particle effect to. For example, if you choose a sphere, only particles inside that sphere shaped region will be affected by particle effects.

none - all particles are affected as normal.

sphere, box, half-space, and cylinder - controls the region’s boundary shape.

invert region

region_invert

disabled

When enabled, particles outside the region are affected rather than those inside it.

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the region marker according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the region marker as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Match selection position - the region marker is snapped to a new position depending on the points selected.

Match selection position, orientation - the region marker is snapped to a new position and orientation depending on the points selected.

Match selection position, orientation, size - the region marker is snapped to a new position, orientation, and size depending on the points selected.

transform order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

rotation order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

translate

translate

0, 0, 0

Lets you translate the region marker along the x, y, and z axes. You can also adjust translate values by clicking and dragging the axis in the 3D Viewer.

rotate

rotate

0, 0, 0

Lets you rotate the region marker around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

scale

scaling

1, 1, 1

Lets you scale the region marker on the x, y, and z axes.

uniform scale

uniform_scale

1

Lets you scale the region marker simultaneously on the x, y, and z axes.

skew

skew

0, 0, 0

Lets you skew the region marker on the x, y, and z axes.

pivot

pivot

0, 0, 0

When you make changes to the region marker’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot x, y, and z controls allow you to offset the pivot point and move it anywhere you like - you can even move it outside of the object. Subsequent transformations applied will then occur relative to the new pivot point location.

You can also hold down Ctrl/Cmd+Alt and drag the pivot point to a new location in the 3D Viewer.

Local Matrix

specify matrix

useMatrix

N/A

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.

Step-by-Step Guides

Emitting Particles

Video Tutorials