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Emitters

Nodes » Particles » Emitters

Method Emitter nodes spawn particles that can be manipulated in a particles system. Any Emitters need to be connected to a Particle Root node, and they will only spawn particles within that particle system unless modified appropriately. Every emitter has a…

Emitters

Nodes » Fields » Emitters

Method Emitter nodes spawn the colour/Ink that can be manipulated in a field system. Any Emitters need to be connected to a Field Root node, and they will only spawn a field within that field system (unless modified appropriately). Emitters constantly emit new ink…

Particles

Nodes » Procedural » Generators » Particles

Method Generates a shape based on the positions and movement of particles from a particle system. Example Example Nodegraph Attributes Name Description Particle Size Size of the…

Particles

Nodes » Particles

Method Particle nodes are nodes used in a particles system. This system starts with a Particle Root Node, and is built out with Emitter, Affector and Shader nodes, before finally being rendered to the camera with a Renderer node. The Particle Root Node contains the…

Nodes

Nodes

This is the Notch node reference. Notch node types: Cameras: Cameras define the point of view, perspective and aspect from which the scene is rendered. Cloning: Cloners instantiate multiple copies of geometry nodes – such as 3D Objects, Text Nodes and Shape…

Nodes

Nodes » Nodes

Method This section contains a group of mostly miscellaneous nodes. Colour Colour Ramp Comment Debug Log Image 2D Layer Precomp Mapping Motion Direction Follower Motion Predictor OSC Output Parent To Vertex Render Layer Render To Texture Root Screen…

Image Emitter

Nodes » Particles » Emitters » Image Emitter

Method This node emits particles from an image or video. It can make use of motion vectors to make particles track the motion of a video once emitted. The image or video may be set directly using the Image attribute, or taken from a node connected via the Video Node…

Screen Emitter

Nodes » Particles » Emitters » Screen Emitter

Method This Emitter emits particles only from objects within the cameras view. Particles can be emitted from other layers by adding a Render Layer node as an input to this node. Example Transform Name Description …

Spline Emitter

Nodes » Particles » Emitters » Spline Emitter

Method This node emits particles from a spline shape. The splines used by this node are extracted from a 3D object which must be connected to the Object Nodes input for this node to have an effect. If The object that is connected contains no spline data this node will…

Field Emitter

Nodes » Particles » Emitters » Field Emitter

Method This node emits particles from a Field. It can also use Colours, Density, or Temperatures from Density Field Modes. Example Example Nodegraph Transform Name Description Position X…

Primitive Emitter

Nodes » Particles » Emitters » Primitive Emitter

Method This node emits particles in the form of a 3D primitive shape. The Emitter Type parameter defines which shape is used. Particles can be emitted on the surface of the shape or inside the volume of the shape, depending on the Emit On Surface parameter. If the…

Particle Emitter

Nodes » Fields » Emitters » Particle Emitter

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…

Primitive Emitter

Nodes » Fields » Emitters » Primitive Emitter

Method This node emits colour/ink into the field using the volume of a primitive shape. Example Transform Name Description Position X Move its position along the x-axis in local space. …

Image Emitter

Nodes » Fields » Emitters » Image Emitter

Method This node emits colour/ink into a field based on an input image. Example Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move…

Procedural Emitter

Nodes » Fields » Emitters » Procedural Emitter

Method This node emits colour/ink into a field using a procedural node network. Procedural nodes should be parented to the Procedural Emitter in order to generate procedural forms that will be converted into field ink. Transform Name Description…

Mesh Emitter

Nodes » Particles » Emitters » Mesh Emitter

Method 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…

Procedural Emitter

Nodes » Particles » Emitters » Procedural Emitter

Method This node is used to emit particles from a generative form created using Procedural nodes. Example Example Nodegraph Transform Name Description Position X Move its position…

Trail Emitter

Nodes » Particles » Emitters » Trail Emitter

Method This node emits particles from the positions of other currently active particles from other emitters. This is used to create trails of particles. This node is typically connected as a child of another emitter node. When connected in this way it only emits…

Clone To Particles

Nodes » Cloning » Clone To Particles

Method This node clones 3D objects to positions defined by a particle system. A Particle Root Node or a Particle Emitter must be connected to the Particle Node input for this node to be operational. If a Particle Emitter is connected then only particles emitted from…

Particles As Primitives

Nodes » Procedural » Generators » Particles As Primitives

Method Generates primitives based on the positions and movement of particles from a particle system. Example Example Nodegraph Attributes Name Description Particle Size Edit the size of…

3D Object Emitter

Nodes » Fields » Emitters » 3D Object Emitter

Method This node emits colour/ink into a field based on an input 3D object. The object is first voxelised, and the resultant voxels are used to contribute ink to the field. Example Transform Name Description…

Cloners and Particles

Techniques » Raytracing Techniques » Cloners and Particles

Cloners Cloners will work well with any raytracing nodes and scenes, as long as they are using shape 3d’s or 3d objects. Particles Particles will work well with any raytracing nodes and scenes, as long as they are using shape 3d’s or 3d objects. …

Raytracing Nodes

Techniques » Raytracing Techniques » Raytracing Nodes

Reflections nodes RT Mirror Reflection A single bounce mirror reflection node is the simplest and most efficient raytraced reflection. *This node is great for real-time projects. *There is no surface roughness for this node RT Multi-Bounce Reflection Using the…

Field – Field Emitter

Nodes » Fields » Emitters » Field – Field Emitter

Method This node emits colour/ink into a field by reading it from another input field. Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its position along the y-axis…

Shading Nodes

Nodes » Shading Nodes

Method These nodes change the ways that material nodes apply to an objects, and how their materials are shaded on the object surface. Gallery Noise Fractal Shading Grid Shading Node Gradient Shading Node…

Render Nodes

Nodes » Procedural » Render Nodes

Method These nodes convert the procedural distance field into rendered geometry, voxel grids, or other systems. Gallery Procedural Meshing Procedural Shading Node Volume Generator Volumetric Tracer…

Video Feature Emitter

Nodes » Particles » Emitters » Video Feature Emitter

Method This node emits particles from an image or video by extracting feature points from the image or video frame. The image or video may be set directly using the Image attribute, or taken from a node connected via the Video Node attribute. Features are extracted by…

Point Cache Emitter

Nodes » Particles » Emitters » Point Cache Emitter

Method Emits particles from the points in a Point Cache. This is useful for saving on mesh processing cost by re-using a single point cache for multiple emitters as well as other features such as lighting and cloning. Example …

Render Particles To Surfaces

Nodes » Particles » Rendering » Render Particles To Surfaces

Method This node renders particles onto nearby 3D surfaces. This means that instead of rendering particles directly into space, they instead appear as splats on 3D geometry, only being visible when they are close enough to 3D geometry. This is particularly useful when…

Execute Child Nodes

Nodes » Logic » Execute Child Nodes

Method Allows you to enable or disable the execution of connected child nodes at runtime. This is useful for menu systems or general logic. Example Nodegraph Attributes Name Description Execute Children Nodes …

Select Render Layer For Child Nodes

Nodes » Nodes » Select Render Layer For Child Nodes

Method This node can assign its direct or indirect children to a different Render Layer than the one that the hierarchy would otherwise assign them to. This node is particularly useful in virtual production workflows, where separate render layers are used for front…

Rigid Body Collision Affector

Nodes » Particles » Affectors » Rigid Body Collision Affector

Method This node simulates collisions between particles and a Rigid Body Systems. Attributes Name Description Collision Velocity Scale Scales the velocity of the particle after a collision so they can be made to slow down. Point…

Object Distance Field Affector

Nodes » Particles » Affectors » Object Distance Field Affector

Method This node simulates collisions between particles and a 3D object. It uses signed distance fields to calculate collisions which enables some other effects to be achieved, such as attraction and repulsion from object surfaces or making particles flow around the…

Primitive Collision Affector

Nodes » Particles » Affectors » Primitive Collision Affector

Method This node simulates collisions between particles and a 3D primitive. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D primitive, but animating. Particle Events…

Mesh Attractor

Nodes » Particles » Affectors » Mesh Attractor

Method This node is used to attract or repel particles from the surface of a given 3D object. This is typically used to make particles form into a given shape. Particles will use the closest point on the object’s surface to move towards or away from; this may be…

Depth Image Collision Affector

Nodes » Particles » Affectors » Depth Image Collision Affector

Method This node simulates collisions between particles and a Kinect depth. Example graph Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move…

Cloth Affector

Nodes » Particles » Affectors » Cloth Affector

Method This node applies a cloth simulation to particles that were spawned from a Particle Mesh Deformer. Only particles created from a Particle Mesh Deformer will work with the cloth simulation because it requires information about connections between particles to…

Kill Box Affector

Nodes » Particles » Affectors » Kill Box Affector

Method This node kills particles that are either inside or outside of a bounding box, dependent on the Kill Mode attribute. Particles can be killed immediately or decayed over a period of time depending on the Kill Operation. Example …

Shockwave Affector

Nodes » Particles » Affectors » Shockwave Affector

Method This node applies a pulsing spatial shockwave through particles. Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its position along the y-axis in local space.…

Flocking Affector

Nodes » Particles » Affectors » Flocking Affector

Method This node simulates a flocking behavior on a particle system. This is typically used to make particles behave like a flock of birds or a shoal of fish. The simulation solves several different behaviour goals: making particles move towards their goal position…

Points Affector

Nodes » Particles » Affectors » Points Affector

Method This node affects particles by positional vortex forces created around points from another particle system, or vertices of a 3D Object. This can be used to make one particle system “move through” another and appear to affect it.…

Collision Affector

Nodes » Particles » Affectors » Collision Affector

Method This node simulates collisions between particles and a 3D object. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D objects, but animating, generated or…

Field Affector

Nodes » Particles » Affectors » Field Affector

Method This node samples velocities from a Field node and applies them to particles. This can be used to apply motions generated on a field, e.g. via a fluid solver, and apply them to a particle system so the particles move with the field. The magnitude of the…

Procedural Affector

Nodes » Particles » Affectors » Procedural Affector

Method This node simulates collisions between particles and Procedural meshing object. Different effects can be achieved, such as attraction and repulsion from object surfaces or making particles flow around the particle surface, as selected by the Mode parameter. At…

Scale Affector

Nodes » Particles » Affectors » Scale Affector

Method This node changes the scale of particles as they enter its falloff region. Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its position along the y-axis in…

Spring Affector

Nodes » Particles » Affectors » Spring Affector

Method This node simulates a spring-like effect between a particle’s current position and its original emission position, making it spring back towards the point it was emitted from over a period of time. This can be used to restore particles to their original…

Spline Attractor

Nodes » Particles » Affectors » Spline Attractor

Method This node attracts particles towards a spline shape. The particles will flow along the spline towards a goal point which moves from the beginning to the end of the spline at a rate determined by the Spline Rate parameter. The splines used by this node are…

Vortex Affector

Nodes » Particles » Affectors » Vortex Affector

Method This node makes particles move in a rotational manner. This is typically used to create rotational vortex effects, e.g. tornados. The effect is weighted by a falloff calculated using the distance from the node to the particle, ramping from 100% at distance…

Force Affector

Nodes » Particles » Affectors » Force Affector

Method This node applies a force to the affected particles. This is typically used to give particles a constant acceleration to simulate e.g. gravity. The Mode attribute is used to determine if the force is directional with a random spread determined by the Spread…

Curl Noise Fluid Affector

Nodes » Particles » Affectors » Curl Noise Fluid Affector

Method This node gives the affected particles a fluid-like motion. This is typically used to make particles move in a turbulent but spatially coherent manner with local eddies like smoke or liquid. The motion is generated procedurally using Curl Noise rather than…

Image Affector

Nodes » Particles » Affectors » Image Affector

Method This node is used to attract or repel particles from pixels in an image. This is typically used to make particles form into a given image. The image can be set directly using the Image attribute or connected from a video node via the Video Nodes input. The…

Mesh Renderer

Nodes » Particles » Rendering » Mesh Renderer

Method !Mesh Renderer is being deprecated and replaced by Clone to Particles which handles a wider range of meshes, including Shape 3D and Text nodes. This node renders an instance of a mesh at the location of every active particle. A 3D Object must be connected to…

Volume Shadow Shading

Nodes » Particles » Shading » Volume Shadow Shading

Method This node shades particles using a shadowing function from the point of view of a Light Node connected to the Light Node input. The shadow effect takes into account transparency of particles, so light will appear to be partially absorbed by particles rather…

Voxel Cone Shading

Nodes » Particles » Shading » Voxel Cone Shading

Method This node calculates lighting on particles using Voxel Cone Shading. This allows for soft shadows to be calculated that also take into account particle transparency. This effect must first voxelise the particles, which requires a limited spatial area denoted by…

Explode Affector

Nodes » Particles » Affectors » Explode Affector

Method This node applies a velocity to the affected particles at the birth of the particle. This is typically used to create explosion-like effects. The Explode Mode attribute is used to determine if the particle should be pushed outwards from the affector’s…

SPH Affector

Nodes » Particles » Affectors » SPH Affector

Method This node simulates fluid dynamics on a particle system using the SPH (Smoothed Particle Hydrodynamics) simulation method. This is typically used to simulate liquid effects. It solves a fluid simulation by locally solving pressure forces between a particle and…

Turbulence Affector

Nodes » Particles » Affectors » Turbulence Affector

Method This node applies turbulence to the particle motion. This is typically used to apply local variations to particle movement and simulate small gusts of wind. The motion is generated by using a smoothed noise field for both the direction and the magnitude of the…

Primitive Affector

Nodes » Particles » Affectors » Primitive Affector

Method This node is used to attract or repel particles from the surface of the selected primitive type. This is typically used to make particles form into a given shape. Particles will use the closest point on the primitive’s surface to move towards or away…

Particle Event

Nodes » Particles » Particle Event

Method Particle Events are used to affect change in a particle system when something happens to an individual particle: for example, when a collision occurs between the particle and a collision surface, new particles may be emitted at that point; or when a particle…

Lighting

Nodes » Particles » Shading » Lighting

Method This node shades particles based on scene lighting. The lighting calculation is an approximation based on the particle’s distance to the light and its facing direction, which is determined by either the particle’s normal if available or the…

Velocity Affector

Nodes » Particles » Affectors » Velocity Affector

Method This node applies a constant velocity to the affected particles. This is typically used to make particles move in a regular, linear fashion, e.g. wind effects or repulsions. The Mode attribute is used to determine if the velocity is directional with a random…

Life Colour Shading

Nodes » Particles » Shading » Life Colour Shading

Method This node colours particles based on their life using a gradient generated by interpolating between four colour values. Example Attributes Name Description Life Colour 0 The first colour the particles are…

Procedural

Nodes » Procedural

Method In Notch a procedural is a 3-dimensional field of signed distances. This is often known as a Signed Distance Field. An SDF alone does not represent geometry, but surfaces and volumes can be extracted from the field and rendered conventionally. Notch provides…

Rendering

Nodes » Particles » Rendering

Method Rendering nodes visualise the particles by spawning images, meshes or trails. Multiple rendering nodes may be connected to the same particle system, allowing the same particles to be rendered in multiple different ways at once. Any Rendering nodes need to be…

Shading

Nodes » Particles » Shading

Method Shading nodes change the colour or position of the particles in various ways. Some shading nodes are used to tint particles based on their own individual attributes such as their life or velocity; others consider them as a system and shade them by density of…

Density Shading

Nodes » Particles » Shading » Density Shading

Method This node shades particles by the density of particles in a given area of space. More particles close together results in a brighter shading result. The node uses a bounding box connected to the Bounds Node input to define the area of space that it considers.…

Keyed Colour

Nodes » Particles » Shading » Keyed Colour

Method This node applies a key frame animated colour to individual particles. Any animated keys of the Colour attribute are offset by the start time of each particle and then evaluated. This allows an arbitrary animation to be used to control the colour of particles.…

Dot Matrix Renderer

Nodes » Particles » Rendering » Dot Matrix Renderer

Method This node renders particles in a dot-matrix like effect that aligns them to grid cells on the screen. Example Attributes Name Description Texture Select a texture to be rendered at each particles…

Point Renderer

Nodes » Particles » Rendering » Point Renderer

Method This node renders a point sprite for every particle. A point sprite is a quad which is positioned in 3D space, is rotated to face the camera and may be textured. This is the most commonly used rendering node for particle effects. Particles can be sorted in…

Line Renderer

Nodes » Particles » Rendering » Line Renderer

Method This node renders lines between pairs of particles that neighbour each other in emission order. This is typically used in conjunction with emitters that spawn particles in an ordered fashion so that lines are coherent; otherwise the lines that are created may…

Fields

Nodes » Fields

Introduction A field is a grid of voxels. A voxel is a 3D pixel that contains the following data: “Ink” – RGBA Colour information “Movement Vector” – XYZ Vector By holding colour / “ink” information in the voxel,…

Gradient 2D Renderer

Nodes » Particles » Rendering » Gradient 2D Renderer

Method This node generates a 2D Gradient based on the positions and colours of active particles. Attributes Name Description Visible Control whether the node is visible or not to the scene. Alpha How much the rendered…

Fluid FLIP Affector

Nodes » Particles » Affectors » Fluid FLIP Affector

Method This node simulates fluid dynamics on a particle system using the FLIP (FLuid In Particle) or PIC (Particle In Cell) simulation methods. This is typically used to simulate smoke, gas and other fluid effects. This works by transferring particle forces to a grid,…

Points Affector

Nodes » Fields » Affectors » Points Affector

Method This node affects particles by positional vortex forces created around points from a particle system, or vertices of a 3D object. This can be used to make a particle system “move through” a field and appear to affect it. Transform Name…

Displace To Shape

Nodes » Particles » Shading » Displace To Shape

Method This node displaces a particle so that it is positioned onto the surface of a 3D primitive shape. Example Transform Name Description Position X Position x in local space Position Y …

Volume Renderer

Nodes » Particles » Rendering » Volume Renderer

Method This node renders particles using a volume renderer. This causes space to be split into a 3D grid of cells and particles within each cell are accumulated together, before the cells are rendered to screen in depth order. This can give the appearance of a more…

Noise Shading

Nodes » Particles » Shading » Noise Shading

Method This node shades particles using values generated by a fractal noise function, similar to the Fractal Noise Generator node but in 3D. The noise function may be sampled by the position of the particle in 3D, or the life of the particle. Example…

Distance Shading

Nodes » Particles » Shading » Distance Shading

Method This node shades particles based on their distance from a shape. The shape type is chosen using the Distance Mode parameter. Distance from the chosen shape is then calculated and a falloff function is used to produce a value that is used for shading. The…

Image Displacement

Nodes » Particles » Shading » Image Displacement

Method This node displaces the position of a particle based on an image or input video source. This is very similar in operation to the Displacement Map Deformer node for 3D objects. For this node to operate an image must be supplied either via the Image attribute or…

Geometry Connection Renderer

Nodes » Particles » Rendering » Geometry Connection Renderer

Method This node generates faces and lines based on the position of particles in the scene. Particles are joined with lines by proximity, and where lines form a triangle one is created. Example From the “No Thanks” sample.…

Affectors

Nodes » Particles » Affectors

Method Particle Affector nodes modify particle motion. Affectors can be connected to a Particle Root node or a Particle Mesh Deformer, which makes them effect every particle in the system. Alternatively they can be connected to a Emitter Node, whereby they only…

Line Connection Renderer

Nodes » Particles » Rendering » Line Connection Renderer

Method This node renders lines between pairs of nearby particles, giving the impression of a mesh-like structure. The connection pairs are determined by locating particles that are near to each other using a spatial grid. This grid may be scaled by connecting a node…

Attribute Shading

Nodes » Particles » Shading » Attribute Shading

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…

Image Shading

Nodes » Particles » Shading » Image Shading

Method This node shades particles based on pixels sampled from an image or input video source. For this node to operate an image must be supplied either via the Image attribute or connected via the Image Node input. When an Image Plane node is connected to the Image…

Trail Renderer

Nodes » Particles » Rendering » Trail Renderer

Method This node generates trails of lines or points along the path of individual particles to create trail-like effects. This is done by sampling the particle position at regular time intervals and storing the samples as control points in a path buffer. The size of…

Particle Root

Nodes » Particles » Particle Root

Method This node is the root and container for every particle system. Particle Emitters, Particle Affectors and Particle Rendering Nodes must be parented to this node directly or indirectly in order to be operational. The node contains a number of controls that are…

Vortex Affector

Nodes » Fields » Affectors » Vortex Affector

Method This node modifies the movement vectors of a field to give a rotational velocity about a point. Example Transform Name Description Position X Move its position along the x-axis in local space.…

Node Hierarchies

Node Hierarchies

Data Flow Nodes are connected in a parent / child hierarchy. This is first and foremost a transform hierarchy: parent transformations are applied to the child, composited with the child’s own transformation – so the parent moves the child with itself. The…

Field Affector

Nodes » Fields » Affectors » Field Affector

Method This node applies a separate field system’s movement vectors to the current field system. Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its position…

Generators

Nodes » Procedural » Generators

Method These nodes serve the purpose of generating a distance field for use in a procedural. Usually, the starting point in the process of creating a procedural surface or volume is to add one of these nodes. Gallery 3D…

Turbulence Affector

Nodes » Fields » Affectors » Turbulence Affector

Method This node applies turbulence to the movement vectors of a field system. Example Transform Name Description Position X Move its position along the x-axis in local space. Position Y…

Curl Noise Affector

Nodes » Fields » Affectors » Curl Noise Affector

Method Applies a curl noise function to the movement vectors of a field. Example Transform Name Description Position X Move its position along the x-axis in local space. Position Y …

Raytracing Techniques

Techniques » Raytracing Techniques

Raytracing Basics Raytracing Lighting Raytracing Nodes An overview of basic raytracing setup. Raytraced light examples. Raytraced nodes groups. Reflections and Refractions Pathtracer Basics…

Spline

Nodes » Geometry » Spline

Method This node defines a spline in 3D space from a number of control points. Control points are specified by linking Null nodes to the Spline Nodes input. The position of each Null is used as the position of the control point; the rotation of the Null is used to…

Primitive Affector

Nodes » Fields » Affectors » Primitive Affector

Method This node uses basic geometric shapes to affect the field. Example Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its…

Array Sources

Nodes » Interactive » Array Sources

Method These nodes act as sources for Array data. Arrays are used to instance multiple other nodes on the basis of an array of ‘points’. A ‘point’ holds the following data: Position, Scale, Rotation Colour A persistent ID Age since…

Velocity Affector

Nodes » Fields » Affectors » Velocity Affector

Method This node applies a directional velocity to the movement vectors of the field. Example Transform Name Description Position X Move its position along the x-axis in local space. …

Generators

Nodes » Post-FX » Generators

Method These nodes effect the input image by compositing mathematically generated patterns onto them. Generators nodes don’t affect all the same nodes as the rest of the post-fx nodes, as each node functions differently. The Gradient 2D node and Gradient…

Particle Cache

Nodes » Particles » Particle Cache

Method The particle cache node allows you to store the animation of particles to disk. This allows them to be scrubbed in time and played deterministically rather than simulated during playback. Particle cache files may be very large on disk. Example Nodegraph…

Particle Bounding Box

Nodes » Particles » Particle Bounding Box

Method This node generates a bounding box around the positions of the particles in the connected Particle Root Node. This is typically used for nodes which work on a limited bounding region such as Field Nodes which need to track a particle simulation that has an…