Method

This node generates colour/ink based on the positions and movement of particles from a particle system. The particles contribute both ink and velocities to the field.

Example

Attributes

Name Description
Texture Select a texture to be rendered at each particles position.
Output Velocities Toggle whether the velocities from the source particle system should be used.
Intensity Scale Modify how strong the emitted field is.
Velocity Scale Scale the velocity of the field.
Particle Size Edit the size of the particles once they are rendered.
Particle X Scale Control the x-scale of the sprites emitted.
Particle Y Scale Control the y-scale of the sprites emitted.
Particle Scale Coeffs How much the particle scales are affected by the node at different stages of the particles life cycle. Values 1 and 2 are control points, and are used to control the curve between values 0 and 3.
Particle Alpha Control the alpha value for each particle.
Visible Control whether the node is visible or not to the scene.
Blur Mip Levels The number of MIP levels in the emitted particles that may be used for blurring effects.
Size Randomness Control the randomness in size of the particles.
Rotation Randomness Give the meshes a randomised rotation.
Luminance Randomness Control how much randomness is in the luminance of the rendered particles.
Screen Size Limits The minimum and maximum size of the rendered particle in normalised screen coordiates.
Motion Blur Amount Control the amount of motion blur.
Lit Control whether the particles are lit.
Cast Shadows Control whether shadows are cast.
Sort Particles Toggle whether the particles are sorted by depth from camera from back to front before rendering, enabling transparent particles to be rendered correctly.
Blend Modes How the emitter blends into the field. See Blend Modes for details.
Mipmap Enabled Toggle whether mipmaps are enabled.

Texture Animation

Name Description
Use Texture Animation Edit whether the texture animation is shown with the rendering.
Texture Animation Rate Edit whether the texture animation is shown with the rendering.
Num Frames X Change how many tiles the sprite image will be spread across the x axis.
Num Frames Y Change how many tiles the sprite image will be spread across the y axis.
Texture Start Frame Mode How the beginning frame for the texture animation is chosen.

Inputs

Name Description Typical Node Input
Particle Node The particle root used to generate the field. Particle Root
Sprite Transform Node Change the position of the field emitter. Null
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

The outputs section for this node is currently being worked on.