This node emits particles from a 3D mesh. The mesh must be connected via the “Object Nodes” input, and can be a 3D Object node, a Shape 3D node, a Text node or a Depth Camera / Kinect Mesh. If no suitable node is connected then no emission will occur. Deforming and animating objects are supported.

The node chooses locations on the mesh to emit from in one of several ways depending on the Spawn Mode attribute. The vertices of the mesh can be used directly, or random points spread evenly across the polygon surface or the edges of the mesh can be used. Particles can be emitted at a position offset from the surface using the Emit Distance From Surface parameter. The Incidence Angle control can be used to make particles only emit from polygons facing towards, or at an angle incident to the camera. The Randomise Order attribute is used to decide if emitted particles may be spread evenly across the available positions or emit in polygon / vertex order so the mesh appears to form in a regular fashion. The particles may optionally take on the colour of the underlying mesh using the “Use Mesh Colours” attribute.

Where an animated or deforming object is connected, emitted particles may track the motion of the object so they appear to stick to or follow the moving object. The Parent Transform Weight parameter scales this effect. Particles may also make use of motion to set an initial emission velocity. To achieve this effect, adjust the Emission Velocity and Emission Normal Velocity. Please note that the emitter Spawn Mode must be set to Polygons for this to work.

This image is taken from the “volume_shadow_particles.dfx” sample project.


Name Description
Spawn Mode Control how the particles spawn, either on vertices or on polygons.
Incidence Angle Emission Coeffs The angle at which particles are emitted from the 3d object.
Parent Transform Weight How much the transform of the parent affects the transform of the particles.
Parent Transform Weight Life Coeffs How much the particles are affected by the parent nodes transforms at different stages of the particles life cycle. Values 2 and 3 are control points, and are used to control the curve between values
Parent Transform Randomness Controls the randomness of the parent transform weight.
Emission Velocity Speed at which the particles move after emission, in the direction of the movement of the point on the mesh they were emitted from. Spawn Mode must be Polygons.
Emission Normal Velocity Speed at which particles after emission, along the angle of the normal. Spawn Mode must be Polygons.
Use Mesh Colours Toggle whether particles are given colours based on the colour of the mesh.
Bake Texture Colours Toggle whether textures on the materials of the mesh should be applied to particle colours.
Randomise Order Toggle whether particle generation should be done randomly, or in an ordered list through the mesh.
Polys To Emit From Amount Controls how many of the polygons on the mesh will emit particles.
Emit Distance From Surface Distance from the surface that the particles emit from.
Max Particles Per Vertex When using the Spawn Mode of Vertices or Vertices Follow Edges, this attribute sets the max number of particles emitted from a vertex that can be in flight at any time


Name Description
Emitter Active Change whether the emitter is on or off.
Life Control how low long each particle exists for.
Randomness How much randomness is added in the particles movement.
Life Randomness Control the randomness for the life of each particle.
Emission Rate What percentage of the particles are emitted from the emitter per second.
Max Particle Count Set a maximum particle count for the emitter.
Respawn Enabled Toggle whether a particle can respawn.
Emitter Sort Key Controls the processing order of the emitter.

Colour Control

To enable, add an input into this node.

Name Description
Colour Selection Mode Choose how the input colour affects the particles.
  • Input Colour, The first colour input is the only colour output.
  • Selected Single Colour, Uses the colour selection parameter to decide which colour to use.
  • Emission Time, Colour is selected based on time at which the particle is emitted.
  • Random Colour, the colour is selected randomly at the particles creation.
Colour Selection Parameters A number used to select the colour output.


Name Description
Colour RGB colour of particles.
Diffuse Control how much the light is scattered from the surface of the object.
Emissiveness Control how much light is emitted by the particle.
Life Colour Affecter Weight Controls how much the result of any Life Colour Shading nodes are blended with the particle's colour.
Particle Scale Scale the size of the particle.
Dof Amount How much depth of field effects the particles material.
Density The density, for use in some simulations.
Temperature The density, for use in some simulations.
Cooling Rate The cooling rate, for thermal dynamics simulations.
Density Decay Control the rate of decay in the density.
Fade In Time What percentage through the particles life span the particle fades in.
Fade Out Time What percentage through the particles life span the particle fades out.


Name Description Typical Node Input
Object Nodes Mesh used for the particle system. 3D Object
Mask Node Mask out areas that particles cannot spawn. Image Plane
Colour Control Nodes Control the colours of the particles. Colour Ramp
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


The transformation values of this node will be inherited by its children. Furthermore, Affectors, Shading Rendering nodes will only be effective to the particles emit by this emitter.