Method

This node colours particles based on an attribute per particle. This is used to shade particles by their own properties, e.g. tint a particle red as it gets faster, or fade it out as it faces towards the camera.

A Colour Ramp node may be connected to the Colour Ramp input, which is used as a gradient and sampled by the attribute value to generate the outgoing colour.

Example

Transform

Name Description
Position X Position x in local space
Position Y Position y in local space
Position Z Position z in local space
Rotation Heading Rotation around y axis in local space
Rotation Pitch Rotation around x axis in local space
Rotation Bank Rotation around z axis in local space
Scale X Scale along the x axis in local space
Scale Y Scale along the y axis in local space
Scale Z Scale along the z axis in local space

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Colour Change the colour of the particles as they spawn.
Input Channel Choose which attribute will be used to control the shader.
  • Velocity X / Y / Z, Shades the particle based on its velocity along a particular axis.
  • Velocity Magnitude, Shades the particle based on the particles absolute velocity.
  • Velocity Along Direction, Shades the particle based on how much its velocity points along the orientation of the shading node.
  • Facing Along Direction, Shades the particle based on how much its facing direction is aligned to the orientation of the shading node.
  • Life, Shades the particle based on the remaining life of the particle.
  • Time, Shades the particle based on the time since birth of the particle.
  • Normalised Life, Shades the particle based on the remaining life of the particle, scaled into 0 to 1 range by the life at birth of the particle.
Attribute Scale Scales the incoming attribute value before using it to generate a colour.
Attribute Bias Offsets the incoming attribute value before using it to generate a colour.
Use Absolute Value (Ignore Sign) Toggle whether to use the absolute value of the incoming value – ignoring the whether the input channel is negative.
Blend Mode Choose how the particle colours blend to the source colours
Blend Amount Control how much the shader affects the particles.

Falloff

Name Description
Radius Outer radius for which the particles will no longer be coloured.
Inner Radius Inner radius for which the particles will be coloured at their max.
Falloff Power How quickly the gradient changes from the inner radius to the outer radius.

Inputs

Name Description Typical Node Input
Colour Ramp An optional colour ramp node to be sampled by the attribute value. Colour Ramp
Affected Emitters Choose which emitters can be affected by the affector. Primitive Emitter
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.